void NoiseBubble(Vector3 pos)
 {
     Collider[] colliders = Physics.OverlapSphere(pos, weaponStats.noiseRadius);
     foreach (Collider hit in colliders)
     {
         ai = hit.GetComponent <EnemyAI>();
         if (ai != null)
         {
             ai.alerted = true;
             ai.StartPatrol();
         }
     }
 }
Example #2
0
 void AddExplosion(Vector3 position)
 {
     Instantiate(explosion, position, Quaternion.identity);
     Collider[] colliders = Physics.OverlapSphere(position, radius);
     foreach (Collider hit in colliders)
     {
         unparent unp = hit.gameObject.GetComponent <unparent>();
         if (unp != null)
         {
             unp.unparentMesh();
             Destroy(hit.GetComponent <unparent>());
             Destroy(hit.GetComponent <BoxCollider>());
         }
         if (hit && hit.GetComponent <Rigidbody>())
         {
             hit.GetComponent <Rigidbody>().AddExplosionForce(force, position, radius, 3.0F);
         }
     }
 }
Example #3
0
 void Explosion(Vector3 center, float radius)
 {
     Collider[] hitColliders = Physics.OverlapSphere(center, radius, layerMask);
     foreach (Collider hit in hitColliders)
     {
         Rigidbody rb = hit.GetComponent <Rigidbody>();
         if (rb != null)
         {
             rb.AddExplosionForce(20, center, radius, 2, ForceMode.Impulse);
         }
     }
 }
Example #4
0
 void Update()
 {
     ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     if (Physics.Raycast(ray, out hit, Mathf.Infinity) && Input.GetMouseButtonDown(0))
     {
         if (hit.GetComponent <Collider>() == this.GetComponent <Collider>())
         {
             showLabel = true;
         }
         else
         {
             showLabel = false;
         }
     }
 }
Example #5
0
    private void Update()
    {
        if (Physics.Raycast(transform.position, transform.forward, out hit, range) && hit.collider.tag == "Interactable")
        {
            hit.collider.gameObject.GetComponent <Outline>().OutlineMode = Outline.Mode.OutlineAll;
            hits.Add(hit.collider.gameObject);
        }
        else
        {
            foreach (GameObject hit in hits)
            {
                hit.GetComponent <Outline>().OutlineMode = Outline.Mode.OutlineHidden;
            }
            hits.Clear();
        }


        Debug.DrawRay(transform.position, transform.forward, Color.red, 500f);
    }