Esempio n. 1
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 private void OnCollisionExit(Collision collision)
 {
     if (UtilExtensions.IsLayerInLayerMask(BuildController.BuildLayerMask, collision.gameObject.layer))
     {
         isGrounded = false;
     }
 }
Esempio n. 2
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 private void OnCollisionStay(Collision collision)
 {
     if (!isGrounded && UtilExtensions.IsLayerInLayerMask(BuildController.BuildLayerMask, collision.gameObject.layer))
     {
         isGrounded = true;
     }
 }
Esempio n. 3
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        private void OnCollisionEnter(Collision collision)
        {
            if (canDetectBuildingBlocks && !hasHitBuildingBlock && UtilExtensions.IsLayerInLayerMask(buildingBlockLayerMask, collision.gameObject.layer))
            {
                hasHitBuildingBlock = true;

                StartCoroutine("LightFuse");
            }
        }
Esempio n. 4
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        private void OnCollisionEnter(Collision collision)
        {
            if (!collisionDetected)
            {
                StopLaunchSoundEffect();
                PlayCollisionSoundEffect();
                PlayCollisionEffect(collision);
                spin.Stop();
                trailParticleSystem.Stop();
            }

            if (UtilExtensions.IsLayerInLayerMask(ProjectileController.Singleton.StructureLayerMask, collision.gameObject.layer) && !hitStructure)
            {
                hitStructure = true;

                if (collision.gameObject.GetComponent <BuildingBlockCopy>() is BuildingBlockCopy)
                {
                    ChallengesController.BlocksHitByProjectiles++;
                }
            }

            collisionDetected = true;
        }
Esempio n. 5
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        private void OnCollisionEnter(Collision collision)
        {
            if (!UtilExtensions.IsLayerInLayerMask(VehicleController.Singleton.GroundLayerMask, collision.gameObject.layer)) // If the collision is with NOT the ground, then execute:
            {
                if (!collisionDetected)                                                                                      // Check if we've already collided.
                {
                    PlayCollisionSoundEffect();
                    PlayCollisionEffect(collision);
                    StopWheelDustEffect();

                    collisionDetected = true;
                }

                if (UtilExtensions.IsLayerInLayerMask(VehicleController.Singleton.StructureLayerMask, collision.gameObject.layer) && !hitStructure)
                {
                    RoundController.Singleton.EndRound();

                    hitStructure = true;

                    ChallengesController.VehicleHitStructure = true;
                }
            }
        }