Example #1
0
    private void OnCollisionEnter(Collision collider)
    {
        //print(collider.gameObject.tag);

        if (collider.gameObject.tag == "Calcium")
        {
            print("collided with calcium!");
            Vector3 Rpos   = gameObject.transform.position;
            Vector3 Opos   = collider.transform.position;
            Redox   otherP = collider.gameObject.GetComponent <Redox>(); //otherP stands for other particle

            GameObject NewObject1;
            GameObject NewObject2;
            //GameObject NewObject3;

            //spawn the new objects with the old coordinates but flipped
            //NewObject3 = Instantiate(otherP.ReactionPrefab, Opos, Quaternion.identity);
            NewObject1 = Instantiate(ReactionPrefab1, Rpos, Quaternion.identity);
            NewObject2 = Instantiate(ReactionPrefab2, Rpos, Quaternion.identity);
            Soundsource.Play();


            if (otherP.GetComponent <LabelAssigner>().hasFlag == true)
            {
                NewObject1.GetComponent <LabelAssigner>().hasFlag = true;
            }
            //Move the old objects to oblivion
            gameObject.transform.position          = new Vector3(1200, 1200, 1200);
            collider.gameObject.transform.position = new Vector3(-500, -500, 0);
        }
    }
Example #2
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.GetComponent <Redox>() != null)
        {
            Redox otherP = collision.gameObject.GetComponent <Redox>(); //otherP stands for other particle
            if (otherP.isReducingAgent == true && isOxidizingAgent == true && isReacting == false)
            {
                StartCoroutine("ReactionDelay");
                //temp = temperatureSlider.value;
                tempfactor  = 5.1f / temperatureSlider.value;
                probability = Random.Range(0.0f, tempfactor);
                print(probability);
                if (probability < EP + otherP.EP)
                {
                    //gets positions of both objects
                    Vector3 Rpos = gameObject.transform.position;
                    Vector3 Opos = otherP.transform.position;

                    GameObject NewObject1;
                    GameObject NewObject2;
                    //spawn the new objects with the old coordinates but flipped
                    NewObject1 = Instantiate(otherP.ReactionPrefab, Opos, Quaternion.identity);
                    NewObject2 = Instantiate(ReactionPrefab, Rpos, Quaternion.identity);

                    //Flag management
                    if (otherP.GetComponent <LabelAssigner>().hasFlag == true)
                    {
                        NewObject2.GetComponent <LabelAssigner>().hasFlag = true;
                    }
                    else if (gameObject.GetComponent <LabelAssigner>().hasFlag == true)
                    {
                        NewObject2.GetComponent <LabelAssigner>().hasFlag = true;
                    }

                    //Destroy the old objects
                    gameObject.name = "destroyed";
                    mainObject.gameObjects.Remove(gameObject);
                    Destroy(otherP.gameObject);

                    otherP.gameObject.name = "destroyed";
                    mainObject.gameObjects.Remove(otherP.gameObject);
                    Destroy(gameObject);

                    //Plays a sound
                    Soundsource.Play();

                    //The need to rename the gameobject is so that it loses the [P] tag
                    //The tag will automatically re-add the particle to the physics list
                    //If an object is destroyed without being removed from the physics list,
                    //all physics will stop until it is resolved
                }
                //ELSE, PLAY A "DENIED SOUND" SO THAT NON-PRODUCTIVE COLLISIONS CAN BE HEARD!
            }
        }
    }