public void OnCollisionEnter(Collision col) { GameObject collidedGameObject = col.gameObject; if (collidedGameObject.tag != "Untagged") { Debug.Log(collidedGameObject.tag); } if ("Balloon" == collidedGameObject.tag) { BalloonController balloonController = collidedGameObject.GetComponent <BalloonController>(); if (null != balloonController) { float balloonCharge = balloonController.GetCharge(); // Move charge from balloon to VdG. The moving charge is the amount // to make the balloon charge positive. // For simplicity the balloon charge will always be of the same magnitude and only // changes its sign (+/-). this.ChargeStrength -= (2f * Mathf.Abs(balloonCharge)); // invert charge of balloon (set it to positive) balloonController.SetCharge(Mathf.Abs(balloonCharge)); } } }
public void OnCollisionEnter(Collision col) { GameObject collidedGameObject = col.gameObject; Debug.Log(collidedGameObject.tag); if ("Balloon" == collidedGameObject.tag) { BalloonController balloonController = collidedGameObject.GetComponent <BalloonController>(); if (null != balloonController) { float balloonCharge = balloonController.GetCharge(); // Move charge from Grounder to balloon. The moving charge is the amount // to make the balloon charge negative. // For simplicity the balloon charge will always be of the same magnitude and only // changes its sign (+/-). Debug.Log("Before" + this.ChargeStrength); this.ChargeStrength += (2f * Mathf.Abs(balloonCharge)); Debug.Log("After" + this.ChargeStrength); this.UpdateGlow(); // invert charge of balloon (set it to negative) balloonController.SetCharge(-1f * Mathf.Abs(balloonCharge)); } } }