public Explosion(float force, Vector3 position, float radius, float michaelBay) { // Récupérer les colliders à proximité Collider[] colliders = Physics.OverlapSphere(position, radius); // Regarde pour trouver les objets physiques foreach (Collider item in colliders) { //Regarder pour le ragdoll Ragdoll ragdoll = item.GetComponentInParent <Ragdoll>(); if (ragdoll != null) { ragdoll.Die(); } Rigidbody rb = item.GetComponent <Rigidbody>(); if (rb != null) { // leur donner une vélocité rb.AddExplosionForce(force, position, radius, michaelBay, ForceMode.Impulse); } } }
public void KillPlayer() { canDie = false; jump.enabled = false; jumpMobile.enabled = false; trail.SetActive(false); dead = true; asource.Play(); //horizontalMovement.enabled = false; //horizontalMovementMobile.enabled = false; //forwardMovement.enabled = false; movement.enabled = false; movement_M.enabled = false; scooter_rb.isKinematic = false; scooter_rb.useGravity = true; //forwardMovement.speed = 0; cam.enabled = false; rag.Die(); }