Esempio n. 1
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    //function to detect the collision with some specific objects (depending on the tags)
    private void OnTriggerEnter(Collider other)
    {
        //disable the projectile object collided, detect using tag system
        //if the collided object is a "Platform" tag object, make it disappeared
        //remember to set "isTriggered" option for this Collider
        if (other.gameObject.CompareTag("Platform"))
        {
            //due to I set the single platform object as the parent object of walls, we can't
            //directly set the platform to invisible, since it will set the walls to invisible too
            //so we have to change the MeshRenderer of the single platform
            ((MeshRenderer)other.gameObject.GetComponent("MeshRenderer")).enabled = false;

            //Since for platform we have one triggered BoxCollider for the collision between projectile and the platform
            // and one non-triggered BoxCollider for the physical interaction between player and platform.
            //We have to disable both of them
            BoxCollider[] bcs = (other.gameObject.GetComponents <BoxCollider>());
            foreach (BoxCollider bc in bcs)
            {
                bc.enabled = false;
            }

            //destroy the projectile after collision with platform
            Destroy(this.gameObject);

            //call the OnDestroying(GameObject destroyedPlatform) function in the gameFlowManager to pass the destroyed platform to the gameFlowManager
            gameFlowManager.OnDestroying(other.gameObject);
        }
    }