Esempio n. 1
0
 void OnCollisionEnter(Collision col)
 {
     if (col.gameObject.layer == 11)
     {
         bullet bulletScript = col.gameObject.GetComponent <bullet>();
         if (bulletScript != null)
         {
             bulletScript.OnCollided(col);
             HUDInfo.UpdateDestruction(1);
         }
     }
 }
Esempio n. 2
0
    void OnCollisionEnter(Collision col)
    {
        Debug.Log("Colliding!");
        if (col.rigidbody.gameObject.name == gameObject.name)
        {
            //colliding with ourselves, ignore
            Debug.Log("Colliding with ourselves");
        }
        else
        {
            //Colliding on impactable
            if (col.gameObject.layer == 11)
            {
                //Debug.Log(gameObject.name + " collided with " + col.gameObject.name);
                bullet bulletScript = col.gameObject.GetComponent <bullet>();
                int    weaponType   = -2;
                if (bulletScript != null)
                {
                    weaponType = bulletScript.getType();
                }
                switch (weaponType)
                {
                case -1:
                    break;

                case 0:
                    //Right Trigger
                    rightBulletHitCount++;
                    if (bulletScript != null)
                    {
                        bulletScript.OnCollided(col);
                    }
                    if (rightBulletHitCount >= rightHitDestructionAmount)
                    {
                        Debug.Log("Destroying the building: " + name);
                        destructMesh.SetActive(true);
                        GameObject.Destroy(gameObject);
                        HUDInfo.UpdateDestruction(destructionAmount);
                    }
                    else
                    {
                        HUDInfo.UpdateDestruction(destructionBit);
                    }
                    break;

                case 1:
                    //A weapon
                    break;

                case 2:
                    break;

                case 3:
                    break;

                case 4:
                    break;

                default:
                    Debug.Log("building collision: unsupported weaponType. Type: " + weaponType);
                    break;
                }
                bulletScript.OnCollided(col);
            }
        }
    }