Ejemplo n.º 1
0
    private void OnTriggerEnter(Collider other)
    {
        LevitationEffect levitating = other.GetComponent <LevitationEffect>();

        if (!levitating)
        {
            effectPrefab.AddEffectTo(other.gameObject);
        }
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        // Update transform
        m_top -= 0.8f * speed * Vector3.up;
        SetTransform(m_top, m_bottom);

        // Raycast down
        RaycastHit hit;

        // if ( Physics.Raycast(m_top, Vector3.down, out hit, (m_top.y - m_bottom.y) * speed))
        if (Physics.Raycast(m_bottom, Vector3.down, out hit, speed))
        {
            if (effectPrefab)
            {
                effectPrefab.AddEffectTo(hit.collider.gameObject);
            }

            // If hits a liquid container
            WithLiquid wl = hit.collider.gameObject.GetComponent <WithLiquid>();
            if (wl)
            {
                float delta = Mathf.Min(0.5f * speed, m_liquidVolume);
                wl.Fill(delta);
                m_liquidVolume -= delta;
            }
        }
        else
        {
            m_bottom -= speed * Vector3.up;
        }

        // Destroyed when the top reachs the ground
        if (m_top.y <= m_bottom.y)
        {
            Destroy(gameObject);
        }
    }
Ejemplo n.º 3
0
    void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        foreach (Oni.Contact contact in e.contacts)
        {
            // this one is an actual collision:
            if (contact.distance < 0.01)
            {
                Component component;
                if (ObiCollider.idToCollider.TryGetValue(contact.other, out component))
                {
                    ObiSolver.ParticleInActor pa = solver.particleToActor[contact.particle];
                    ObiEmitter emitter           = pa.actor as ObiEmitter;

                    if (emitter != null && emitter.life[pa.indexInActor] > 0f)
                    {
                        WithLiquid wl = component.gameObject.GetComponent <WithLiquid>();
                        if (wl)
                        {
                            if (wl.Fill(WithLiquid.volumePerParticle))
                            {
                                emitter.life[pa.indexInActor] = 0;
                            }
                        }
                        else
                        {
                            Effect effect = pa.actor.GetComponent <Effect>();
                            if (effect && effect.AddEffectTo(component.gameObject))
                            {
                                emitter.life[pa.indexInActor] = 0;
                            }
                        }
                    }
                }
            }
        }
    }