private void OnTriggerEnter(Collider coll) { // Trigger Food? if (coll.name.StartsWith("FoodPrefab")) { //dis = Vector3.Distance(coll.transform.position, rb.transform.position); Vector3 move_force = rb.transform.position - coll.transform.position; coll.GetComponent <Rigidbody>().AddForce(move_force * 10); rotateFood fd = coll.gameObject.GetComponent <rotateFood>(); fd.ate_by_worm(); ate -= 24; } if (coll.name.StartsWith("fd")) { //dis = Vector3.Distance(coll.transform.position, rb.transform.position); Vector3 move_force = rb.transform.position - coll.transform.position; coll.GetComponent <Rigidbody>().AddForce(move_force * 10); rotateFood fd = coll.gameObject.GetComponent <rotateFood>(); fd.fd_ate_by_worm(); ate -= 20; } // When current worm collides against tail of another worm if (coll.name.StartsWith("tail") && !coll.name.EndsWith("[" + Head_index + "]")) { die = true; } }
private void OnTriggerEnter(Collider coll) { // Trigger Food? if (coll.name.StartsWith("FoodPrefab")) { //dis = Vector3.Distance(coll.transform.position, rb.transform.position); Vector3 move_force = rb.transform.position - coll.transform.position; coll.GetComponent <Rigidbody>().AddForce(move_force * 10); GameObject fd = coll.gameObject; fd.GetComponent <rotateFood>().ate_by_worm(); int ScoreGet = fd.GetComponent <foodinfo>().score; ate -= ScoreGet; SFXplayer.PlayEatSound(); score += ScoreGet; if (jo != null) { jo.Call("updateScore", Head_index + " " + score); } return; } else if (coll.name.StartsWith("fd")) { SFXplayer.PlayEatSound(); //dis = Vector3.Distance(coll.transform.position, rb.transform.position); Vector3 move_force = rb.transform.position - coll.transform.position; coll.GetComponent <Rigidbody>().AddForce(move_force * 10); rotateFood fd = coll.gameObject.GetComponent <rotateFood>(); fd.fd_ate_by_worm(); ate -= 20; score += 20; if (jo != null) { jo.Call("updateScore", Head_index + " " + score); } return; } if (coll.name.StartsWith("tail") && !coll.name.EndsWith("[" + Head_index + "]")) { die = true; return; } // Collided with Tail or Border }