Esempio n. 1
0
    // Update is called once per frame

    public void SetObjectDestroyed(GameObject collider, float xPos, float yPos)
    {
        //print("123");
        var destructible = collider.GetComponent <Destroyable>();

        if (destructible != null)
        {
            positionX = xPos;
            positionY = yPos;

            destructible.OnEndSplit.AddListener(OnEndSplit);
            DestroyableQuadFracturer.Fracture(destructible, 10, 0.5f);
            destructible.OnEndSplit.RemoveListener(OnEndSplit);

            //TODO: Explosion
        }
    }
Esempio n. 2
0
    public void SetObjectDestroyed(float damage, float xPosition)
    {
        print("damaged");
        // Register split event
        destroyable.OnEndSplit.AddListener(OnEndSplit);


        // Split via fracture
        DestroyableQuadFracturer.Fracture(destroyable, fractureCount, 0.5f);
        //D2dQuadFracturer.Fracture(destroyable, FractureCount, 0.5f);

        // Unregister split event
        destroyable.OnEndSplit.RemoveListener(OnEndSplit);

        // Spawn explosion prefab?
        var worldRotation = Quaternion.Euler(0.0f, 0.0f, Random.Range(0.0f, 360.0f));
        //GameObject.Instantiate(explosionPrefabObject, new Vector2(xPosition, this.gameObject.transform.position.y), worldRotation);
    }