void OnCollisionEnter(Collision collision) { BoxRef.isTrigger = false; ScriptRef.Play(); Object.Destroy(gameObject, 2.0f); Destroy(transform.parent.gameObject, 2.0f); ScriptRef.Loop = false; }
// Update is called once per frame void Update() { if (isTicking == true) { delay += Time.deltaTime; TimeSinceCadence += Time.deltaTime; if (TimeSinceCadence > Cadence) { Sound.clip = A[0]; Sound.Play(); Cadence = Cadence * .8f; TimeSinceCadence = 0; if (Cadence < .25f) { Cadence = 200f; } } TimeSinceCadence += Time.deltaTime; } if (isTicking == true && delay < 2) { Reference.material.color = Color.grey; } else if (delay > 2 && delay < 4) { Reference.material.color = Color.yellow; } else if (delay > 4) { Reference.material.color = Color.red; } if (delay > 6 && isTicking == true && once == false) { isTicking = false; once = true; ScriptRef.Play(); Objects = Physics.OverlapSphere(transform.position, radius); Sound.clip = A[1]; Sound.Play(); foreach (Collider each in Objects) { Debug.Log("Here starts " + each); if (each.GetComponent <Rigidbody>() != null && each.tag == "coin") { each.GetComponent <Rigidbody>().AddExplosionForce(200f, transform.position, radius, 10f, ForceMode.Impulse); Debug.Log("Here Ends" + each); } } gameObject.GetComponentInChildren <MeshRenderer>().enabled = false; Destroy(gameObject, 2); } }
private IEnumerator Boom() { isExploding = true; rocket.SetActive(false); trail.SetActive(false); explosion.Play(); yield return(new WaitForSeconds(explosion.Duration)); if (PhotonNetwork.connected) { if (photonView.isMine) { PhotonNetwork.Destroy(gameObject); } } else { Destroy(gameObject); } }