public void checkConstraints() { int[] collision = rayCast.rayCast((int)lastX, (int)lastY, (int)x, (int)y); if (collision.Length > 0) { Direction direction = velX > 0 ? Direction.FromLeft : Direction.FromRight; // pD.DestroyBullet(); physics.Remove(this); explode.explode(collision [2], collision [3], 100, direction); //60); //Debug.Log("last x " + lastX); //Debug.Log("last y " + lastY); //Debug.Log("x " + x); //Debug.Log("y " + y); //Debug.Log("vx " + velX); //Debug.Log("vy " + velY); //Debug.Log("explode x " + collision[2]); //Debug.Log("explode y " + collision[3]); } lastX = x; lastY = y; }