/// <summary> /// Initialize the defualt values. /// </summary> protected override void Awake() { base.Awake(); m_TrailRenderer = GetComponent <TrailRenderer>(); if (m_TrailRenderer != null) { m_TrailRenderer.enabled = false; } m_ParticleSystem = GetComponent <ParticleSystem>(); if (m_ParticleSystem != null) { m_ParticleSystem.Stop(); } // The Rigidbody is only used to notify Unity that the object isn't static. The Rigidbody doesn't control any movement. var destructableRigidbody = GetComponent <Rigidbody>(); if (destructableRigidbody != null) { destructableRigidbody.mass = m_Mass; destructableRigidbody.isKinematic = true; destructableRigidbody.constraints = RigidbodyConstraints.FreezeAll; } #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER m_NetworkInfo = GetComponent <INetworkInfo>(); m_DestructibleMonitor = GetComponent <IDestructibleMonitor>(); #endif if (m_DestroyOnCollision && m_CollisionMode != CollisionMode.Collide && GetType() != typeof(MagicProjectile)) { Debug.LogWarning($"Warning: The Destructible {name} will be destroyed on collision but does not have a Collision Mode set to Collide."); m_CollisionMode = CollisionMode.Collide; } }
/// <summary> /// Initialize the defualt values. /// </summary> protected override void Awake() { base.Awake(); m_TrailRenderer = GetComponent <TrailRenderer>(); if (m_TrailRenderer != null) { m_TrailRenderer.enabled = false; } m_ParticleSystem = GetComponent <ParticleSystem>(); if (m_ParticleSystem != null) { m_ParticleSystem.Stop(); } // The Rigidbody is only used to notify Unity that the object isn't static. The Rigidbody doesn't control any movement. var rigidbody = GetComponent <Rigidbody>(); rigidbody.mass = m_Mass; rigidbody.isKinematic = true; rigidbody.constraints = RigidbodyConstraints.FreezeAll; #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER m_NetworkInfo = GetComponent <INetworkInfo>(); m_DestructibleMonitor = GetComponent <IDestructibleMonitor>(); #endif if (m_DestroyOnCollision && m_BounceMode != BounceMode.None) { Debug.LogWarning("Warning: The Destructible " + name + " will be destroyed on collision but does not have a Bounce Mode set to None."); m_BounceMode = BounceMode.None; } }