Ejemplo n.º 1
0
        //when any collider trigger the collider of this collectible
        void OnTriggerEnter(Collider col)
        {
            //only carry on if the trigger object is player
            if (col.gameObject.layer != TDS.GetLayerPlayer())
            {
                return;
            }

            //check the effect type and apply them accordingly
            if (type == _CollectType.Self)              //apply effect to player unit
            {
                ApplyEffectSelf(col.gameObject.GetComponent <UnitPlayer>());
            }
            else if (type == _CollectType.AOEHostile)           //apply effect to all surrounding hostile
            {
                ApplyEffectAOE(col);
            }
            else if (type == _CollectType.AllHostile)                   //apply effect to all hostile
            {
                ApplyEffectAll();
            }
            else if (type == _CollectType.Ability)
            {
                AbilityManager.TriggerAbility(abilityID);
            }

            GameControl.ColletibleCollected(this);

            //play the sound and show spawn the trigger effect object at current position
            AudioManager.PlaySound(triggerSFX);
            TriggeredEffect(transform.position + new Vector3(0, 0.1f, 0));

            //Destroy(gameObject);
            ObjectPoolManager.Unspawn(gameObject);
        }