void ExplosiveHasBeenDestroyed(ExplosiveHasBeenDestroyedEvent e) { if (Vector3.Distance(e.eCenter, m_Transform.position) <= e.eRadius) { m_AlreadyHit = true; Destroy(gameObject); } }
void ExplosiveHasBeenDestroyed(ExplosiveHasBeenDestroyedEvent e) { float distance = Vector3.Distance(e.eCenter, m_Transform.position); if (distance <= e.eRadius) { m_Rigidbody.AddForce((m_Transform.position - e.eCenter).normalized * Mathf.Lerp(e.ePower, 0, distance / e.eRadius), ForceMode.Impulse); } }