Esempio n. 1
0
    public override void BeginBehaviour(Vector3 velocity, Vector3 angularVelocity)
    {
        Debug.Log("Beginning behaviour annulment cube; Setting kinematic to false");
        Rigidbody rigidbody = this.gameObject.GetComponent <Rigidbody>();

        if (rigidbody != null)
        {
            rigidbody.isKinematic     = false;
            rigidbody.velocity        = velocity;
            rigidbody.angularVelocity = angularVelocity;
            Debug.Log("Beginning annullment cube- creating DisableSphere");
            GameObject disableSphere = GameObject.Find("DisableSphere");
            disableSphereInstance = Instantiate(disableSphere, transform);
            float radius = radiusMultiplier * gameObject.transform.localScale.magnitude;
            disableSphereInstance.transform.localScale *= radiusMultiplier;


            Debug.Log("Getting colliders in vicinity");
            Collider[] colliders = Physics.OverlapSphere(gameObject.transform.position, radius);
            Debug.Log("Looping through colliders");
            foreach (Collider collider in colliders)
            {
                Debug.Log("Collider: " + collider + " " + collider.gameObject.name);
                CubeType cube = collider.gameObject.GetComponent <CubeType>();
                if (cube != null && cube.gameObject != gameObject)
                {
                    cube.TurnOff();
                }
            }
        }
        base.BeginBehaviour(velocity, angularVelocity);
    }
Esempio n. 2
0
 private void OnTriggerEnter(Collider other)
 {
     Debug.Log(other.name + " entered disableShere trigger");
     CubeType cube = other.GetComponentInChildren<CubeType>();
     if(cube != null)
     {
         cube.TurnOff();
     }
 }