void OnTriggerExit(Collider other) { CharacterShootController player = other.GetComponent <CharacterShootController> (); if (player != null) { isSeeingPlayer = false; actualTarget = null; Vector3 forward = other.transform.TransformDirection(Vector3.forward); Vector3 toOther = transform.position - other.transform.position; float dot = Vector3.Dot(forward, toOther); if (dot < 0f) { other.gameObject.GetComponent <CharacterShootController>().HideBackMessage(); Debug.Log("ATRAS DE VOCE - " + dot); } else if (dot > 0f) { other.gameObject.GetComponent <CharacterShootController>().HideFrontMessage(); Debug.Log("NA SUA FRENTE - " + dot); } //Debug.Log("Deixou de ver o Player"); } }
void OnTriggerEnter(Collider other) { CharacterShootController player = other.GetComponent <CharacterShootController> (); if (player != null) { actualTarget = other.gameObject; isSeeingPlayer = true; //Debug.Log("Viu o Player"); } }
void OnCollisionEnter(Collision other) { if (other.gameObject.GetComponent <TerrainCollider> () != null) { isOnTheGround = true; } CharacterShootController character = other.gameObject.GetComponent <CharacterShootController> (); if (character != null) { if (!character.IsGameOver()) { other.gameObject.GetComponent <CharacterShootController> ().GameOver(); } } }