public void ApplyForce(Vector3 origin, float power) { foreach (var rigidbody in mainRigidbodies) { UnitPhysics.ApplyForce(rigidbody, origin, power / mainRigidbodies.Count); } }
private void Start() { appearance = GetComponent <UnitAppearance>(); animations = GetComponent <UnitAnimations>(); mover = GetComponent <UnitMover>(); physics = GetComponent <UnitPhysics>(); SubscribeToGlobalEvents(); physics.SetCallbackForCollisionWithFinishPoint(OnColideWithFinishPoint); physics.SetCallbackForCollisionWithUnit(OnColideWithAnotherUnit); physics.SetCallbackForCollisionWithObstacle(OnColideWithObstacle); }
void Start() { ApplyPerks(); physics = gameObject.AddComponent <UnitPhysics>(); }