// Use this for initialization void Start() { SetState("IgnoreProjectile"); // gameObject.GetComponent<SphereCollider>().radius = searchRange; // gameObject.GetComponent<SphereCollider>().isTrigger = true; playerCharController = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterController>(); _s_playerCollider = new _slime_SphereCollider(playerCharController.transform.rotation * playerCharController.center + playerCharController.transform.position, playerCharController.radius); m_collider = gameObject.GetComponents <SphereCollider>(); int i = 0; m_s_collider = new _slime_SphereCollider[m_collider.Length]; foreach (SphereCollider c in m_collider) { m_s_collider[i] = new _slime_SphereCollider(c.transform.rotation * c.center + c.transform.position, c.radius); c.enabled = false; i++; } isHitPlayer = false; }
public bool Intersects(_slime_SphereCollider coll) { return((coll.centerPos - centerPos).magnitude <= coll.radius + radius); }