void OnControllerColliderHit(ControllerColliderHit a_collision) { CollectibleValue collectible = a_collision.collider.GetComponent<CollectibleValue>(); if(collectible != null && CollectibleValue.m_instances.Contains(collectible)) { Points componentPoints = GetComponent<Points>(); componentPoints.Add(collectible.Points); CollectibleValue.m_instances.Remove(collectible); Destroy(collectible.gameObject); } }
private void OnControllerColliderHit(ControllerColliderHit hit) { // Store the collider point contactPoint = hit.point; }
/// <summary>OnControllerColliderHit is called when the controller hits a collider while performing a Move.</summary> public virtual void OnControllerColliderHit(ControllerColliderHit hit) { }
// Store point that we're in contact with for use in FixedUpdate if needed void OnControllerColliderHit(ControllerColliderHit hit) { contactPoint = hit.point; }
private void OnControllerColliderHit(ControllerColliderHit hit) { collisionPoint = hit.point; collisionPoint = collisionPoint - transform.position; }
void OnControllerColliderHit(ControllerColliderHit hit) { bool hitGround = Vector3.Dot(hit.normal, Vector3.up) > 0.5f; //don't collide with the ground if (hitGround) { return; } if (hit.gameObject.CompareTag("Player")) { //hitting a player Player otherPlayer = hit.gameObject.GetComponent <Player>(); if (otherPlayer == null) { Kill(); return; } otherPlayer.Hit(damage); if (damage > 20) { Screenshake.current.Shake(0.5f, 0.1f); } if (size > 2) { GridDistortion.current.Distort(team.distortionIndex, hit.transform.position, size - 2); GridDistortion.current.Expand(team.distortionIndex, (size - 2) * -10, 250); if (particles) { (Instantiate(particles, hit.transform.position, Quaternion.identity) as HitParticles).InitSystem(team.team, (int)(Mathf.Pow(size, 2.5f) * 2)); } } Kill(); } else if (hit.gameObject.CompareTag("Bullet")) { //hitting another bullet Bullet otherBullet = hit.gameObject.GetComponent <Bullet>(); if (otherBullet == null) { Kill(); return; } if (otherBullet.damage > damage + 0.25f) { Kill(); } else if (otherBullet.damage < damage - 0.25f) { otherBullet.Kill(); } else { otherBullet.Kill(); Kill(); } } else if (hit.gameObject.CompareTag("Bouncy")) { Vector3 flatnormal = hit.normal; flatnormal.y = 0; direction = Vector3.Reflect(direction, flatnormal); //tell the bounce object that it was collided with Bouncy bounce = hit.gameObject.GetComponent <Bouncy>(); if (bounce) { bounce.Bounce(); } } else { Kill(); } }
public void OnControllerColliderHit(ControllerColliderHit hit) { Entity?.OnCollisionEnter(hit.gameObject); }
private void OnControllerColliderHit(ControllerColliderHit hit) { EventBus.Trigger(EventHooks.OnControllerColliderHit, gameObject, hit); }
// Esta funcion detecta cuando colisinamos con otro objeto mientras nos movemos private void OnControllerColliderHit(ControllerColliderHit hit) { //Almacenamos la normal del plano contra el que hemos chocado en hitNormal. hitNormal = hit.normal; }
private void OnControllerColliderHit(ControllerColliderHit hit) { CheckAttackTarget(hit); }
void OnControllerColliderHit(ControllerColliderHit collision) { if (_headStarting && collision.gameObject.layer == LayerMask.NameToLayer("Obstacle")) { disableGOs.Add(collision.gameObject); Invoke("DisableGameObject", 0.05f); } if (sceneManager != null && collision.gameObject.CompareTag("Smashable") && !ragdolled) { if (playerMode == PlayerMode.CRASHING && !_headStarting) { return; } else if (drunkenness >= drunkSmashValue || _headStarting) { foreach (GameObject go in GetComponentInChildren <NearbyCrates>().CratesAhead) { go.SetActive(false); } AudioSource.PlayClipAtPoint(smackSound, transform.position); if (!_headStarting) { SoberUp(drunkSmashValue); prevMultiplier = multiplier; multiplier = 1.0f; } Instantiate(smashPrefab, transform.position + (transform.forward * 3.0f), transform.rotation); playerMode = PlayerMode.CRASHING; if (!_headStarting) { StartCoroutine("CrateCrashing"); } } } if (sceneManager != null && collision.gameObject.layer == LayerMask.NameToLayer("Obstacle") && !_headStarting) { if (collision.gameObject.CompareTag("Smashable") && playerMode == PlayerMode.CRASHING) { return; } AudioSource.PlayClipAtPoint(smackSound, transform.position); KillCharacter(true); } if (jumping && !controller.isGrounded && collision.moveDirection.y < 0) { if (!ragdolled) { AudioSource.PlayClipAtPoint(landSound, transform.position); anim.Play("Falling"); jumping = false; } } if (collision.moveDirection.y < 0 && !jumping) { jumpVelocity = -0.1f; } }
void OnControllerColliderHit(ControllerColliderHit hit) { }
//The part which determines if the controller was hit or not void OnControllerColliderHit(ControllerColliderHit hit) { hitNormal = hit.normal; }
private void OnControllerColliderHit(ControllerColliderHit hit) { stellaActionScriptableObjects[(int)NowAction]?.OnControllerColliderHit(hit); }
private void OnControllerColliderHit(ControllerColliderHit hit) { m_Capsule.UF_OnCollisionHit(hit); }
//when character collides with an object private void OnControllerColliderHit(ControllerColliderHit hit) { if (hit.point.z > transform.position.z + 0.1f && hit.gameObject.tag == "Enemy") { anim.Play("DAMAGED01", -1, 0f); Death(); } if (hit.point.z > transform.position.z + 0.1f && hit.gameObject.tag == "Coin") { //remove the coin from field of play Destroy(hit.gameObject); //take the letter associated with the coin grabLetter = hit.gameObject.GetComponentInChildren <TextMesh>().text.ToString(); Debug.Log("LastLetterIssued: " + CoinPick.getCurrentLetter() + " CoinLetter " + grabLetter); //determine if that letter was correct if (grabLetter.Equals(CoinPick.getCurrentLetter())) { //update the partial word text partialWordText.text = null; partialWord = partialWord + grabLetter; partialWordText.text = partialWord; CoinPick.currentLetterIndex++; //give a score boost Score.score++; //check if word was spelled and then reset CoinPick indexes //while maintaining the word index if (partialWord.Equals(CoinPick.currentWord)) { int oldWordIndex = CoinPick.wordArrayIndex; CoinPick.wordEndCount = CoinPick.counter; CoinPick.ResetVars(); CoinPick.wordArrayIndex = oldWordIndex + 1; partialWord = null; //this if statement checks to see how fast a player spelled a word //if fast enough we give them a score bonus if ((CoinPick.wordEndCount - CoinPick.wordStartCount) <= (CoinPick.currentWord.Length + 1)) { Score.score = Score.score + 5; } } //increment letter index and return out of method return; } //end the game if the letter was incorrect else if (grabLetter.Equals(null)) { return; } else { WrongWordText.text = ("Word spelled incorrectly: " + CoinPick.currentWord); Death(); return; } } }
void OnControllerColliderHit(ControllerColliderHit hit) { _contact = hit; }
void OnControllerColliderHit(ControllerColliderHit hit) //this is used to detect the slope angle of the floor { slopeAngle = Vector3.Angle(Vector3.up, hit.normal); }
void OnControllerColliderHit(ControllerColliderHit hit) { JSMgr.vCall.CallJSFunctionValue(jsObjID, idOnControllerColliderHit, hit); }
void OnControllerColliderHit (ControllerColliderHit hit){ if (hit.gameObject.tag == "Player"){ print ("start deformation on camera"); } }
private void Bounce(ControllerColliderHit hit) { status |= Status.Prone; force += Vector3.Reflect(hit.moveDirection, hit.normal) * hit.moveLength * forceFalloff; }
private void OnControllerColliderHit(ControllerColliderHit hit) { hit.gameObject.SendMessage("Bash", GetComponent <Player>(), SendMessageOptions.DontRequireReceiver); }
private void OnControllerColliderHit(ControllerColliderHit hit) { onControllerColliderHit?.Invoke(hit); }
public void OnControllerColliderHit(ControllerColliderHit hit) { CallMethod("OnControllerColliderHit", hit); }
void OnControllerColliderHit(ControllerColliderHit hit) { normalForce = hit.normal; }
private void OnControllerColliderHit(ControllerColliderHit hit) { hitNormal = hit.normal; groundAngle = Vector3.Angle(hitNormal, Vector3.up); hitPoint = hit.point; }
// Store point that we're in contact with for use in FixedUpdate if needed private void OnControllerColliderHit(ControllerColliderHit hit) { m_ContactPoint = hit.point; }
[HideInInspector] public bool isRunning; // Used when using the keyboard to run, brings the normalised speed to 1 private void OnControllerColliderHit(ControllerColliderHit hit) { lastHit = hit; }
void OnControllerColliderHit(ControllerColliderHit hit) { callIfExist(idOnControllerColliderHit, hit); }
protected override void OnOtherCollision(ControllerColliderHit hit) { touchedWall = true; wallNormal = hit.normal; }
void OnControllerColliderHit(ControllerColliderHit col) { // This keeps the player from sticking to walls float angle = col.normal.y * 90; if (angle < slopeLimit) { if (grounded) { velocity = Vector3.zero; } if (velocity.y > 0) { velocity.y = 0; } else { velocity += new Vector3(col.normal.x, 0, col.normal.z).normalized; } grounded = false; } else { grounded = true; velocity.y = 0; } }
public virtual void DoControllerColliderHit(ControllerColliderHit collider) { }