void OnTriggerEnter(Collider collision) { Collider[] hits; hits = Physics.OverlapSphere(transform.position, ExplosionRadius, mask); foreach (Collider item in hits) { MoneyMachine machine = item.GetComponent <MoneyMachine>(); if (machine != null) { machine.Health = 0; machine.Broken = true; continue; } AgentNavigation agent = item.GetComponent <AgentNavigation>(); if (agent != null) { agent.Death(); continue; } } if (!hit) { Instantiate(explosion, transform.position, Quaternion.identity); GetComponent <MeshRenderer>().enabled = false; StartCoroutine(DeathRoutine()); hit = true; //gameObject.GetComponent<Collider>().enabled = false; //Destroy(gameObject, particles.main.duration); } }
protected override void Initialize() { // AICharacterControl = GetComponent<AICharacterControl>(); _agentNavigation = GetComponent <AgentNavigation>(); _agent = GetComponent <NavMeshAgent>(); currentState = FSMState.Patrol; // Reference to Player object GameObject objPlayer = GameObject.FindGameObjectWithTag("Player"); PlayerTransform = objPlayer.transform; }
// Use this for initialization void Start() { m_agentNavigation = gameObject.GetComponent <AgentNavigation>(); }