void OnControllerColliderHit(ControllerColliderHit hit) { collisionPoint = hit.point; // PUSH NON KINEMATIC RIGIDBODYS Rigidbody rb = hit.transform.GetComponent <Rigidbody>(); float pushPower = 2.0f; // no rigidbody if (rb == null || rb.isKinematic) { return; } // We dont want to push objects below us if (hit.moveDirection.y < -0.3) { return; } // Calculate push direction from move direction, // we only push objects to the sides never up and down Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z); // If you know how fast your character is trying to move, // then you can also multiply the push velocity by that. // Apply the push // if it is a bolt entity if (rb.GetComponent <BoltEntity>() != null) { if (BoltNetwork.IsServer) { rb.velocity = pushDir * pushPower; } else { var objMoved = ObjectMoved.Create(Bolt.GlobalTargets.OnlyServer); objMoved.Push = true; objMoved.Entity = rb.GetComponent <BoltEntity>(); objMoved.Velocity = pushDir * pushPower; objMoved.Send(); } } else { rb.velocity = pushDir * pushPower; } }
void SendDropEvent(BoltEntity ent, Vector3 velocity) { var objMoved = ObjectMoved.Create(Bolt.GlobalTargets.OnlyServer); objMoved.Hold = false; objMoved.Push = false; objMoved.Velocity = velocity; objMoved.Entity = ent; objMoved.Send(); }
// Events and their Overloads // Hold void SendHoldEvent(BoltEntity ent, Vector3 position, Quaternion rotation) { var objMoved = ObjectMoved.Create(Bolt.GlobalTargets.OnlyServer); objMoved.Hold = true; objMoved.Push = false; objMoved.Entity = ent; objMoved.Position = position; objMoved.Rotation = rotation; objMoved.Send(); }