private void CollideWith(string tag, PlayerBase playerBase) { switch (tag) { case "Player": GameObject player = hit.transform.gameObject; DazeState pDaze = player.GetComponent <DazeState>(); //hit.collider.gameObject.transform.Translate(ray.direction * 0.15f); if (playerBase.GodModeKnockback == false) { hit.transform.gameObject.GetComponent <DazeState>().KnockBackEffect(ray.direction, knockBackForce); } else { hit.transform.gameObject.GetComponent <DazeState>().KnockBackEffect(ray.direction, knockBackForce); } break; case "PaintableEnvironment": PaintSizeMultiplier mult = hit.collider.GetComponent <PaintSizeMultiplier>(); //Renderer _wallRenderer = hit.collider.gameObject.GetComponent<Renderer>(); float _smult; if (mult) { _smult = (1f * mult.multiplier) * weaponSplashMultiplier; } else { _smult = 1f * weaponSplashMultiplier; } int _id = Player.skinId; DrawColor.DrawOnSplatmap(hit, _id, Player, _smult); break; default: downRay = new Ray(ray.GetPoint(range), -playerBase.transform.up); Debug.DrawRay(ray.GetPoint(range), -playerBase.transform.up, Color.red); if (Physics.Raycast(downRay, out hit, range)) { //TODO: implement painting of floor if (hit.collider.gameObject.tag == "Floor") { Debug.Log("hit floor"); } } break; } }
private void Update() { DefaultWeapon(); dazeState = GetComponentInParent <DazeState>(); }
private void Start() { dazeState = GetComponentInParent <DazeState>(); }