/// <summary> /// When a collision with particle effects has been found. /// Check if it is an enemy then apply damage. /// </summary> /// <param name="sender">The collision sender.</param> /// <param name="e">The RFX script e.</param> private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) { if (!hit && collisionDamage) { hit = true; if (e.HitGameObject.tag == "Enemy") { Enemy enemy = e.HitGameObject.transform.GetComponent <Enemy>(); if (enemy) { StartCoroutine(Damage(timetilldamage)); } } else { if (e.HitGameObject.transform.root.tag == "Enemy") { Enemy enemy = e.HitGameObject.transform.root.GetComponent <Enemy>(); if (enemy) { StartCoroutine(Damage(timetilldamage)); } } } Debug.Log("hit - " + name); } }
private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) { Debug.Log(e.HitGameObject.name); var enemy = e.HitGameObject.GetComponent <Enemy>(); if (enemy != null) { Debug.Log("deydi moruk"); GameController.AttackToEnemy(enemy); Destroy(gameObject); } }
//collision by RFX4 package private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) { if (bounces > 0) { if (actualBounces < bounces) { // is an bouncing bullet, check if is the last bouncing or must keep bouncing ((RFX4_PhysicsMotion)sender).canExplode = false; } else { // the RFX4 can explode the bullet, is not bouncing anymore ((RFX4_PhysicsMotion)sender).canExplode = true; } } else { ((RFX4_PhysicsMotion)sender).canExplode = true; } Collide(e.HitGameObject, e.Collision); }
private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) { Debug.Log(e.HitPoint); //a collision coordinates in world space Debug.Log(e.HitGameObject.name); //a collided gameobject Debug.Log(e.HitCollider.name); //a collided collider :) }
private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e) { }