public override void HandleCollide(NetSyncObj nObj) { Debug.Log ("Received trigger enter message, collider ID: " + ID + ", obj ID: " + nObj.ID); ActorStatus status = nObj.GetComponent<ActorStatus>(); if(status != null){ OneTimeDamageFx fx = (OneTimeDamageFx) status.gameObject.AddComponent("OneTimeDamageFx"); fx.applyForceOnDeath = applyForceOnDeath; fx.explosionPosition = explosionPosition.position; fx.explosionForce = explosionForce; fx.explosionRadius = explosionRadius; fx.damage = damage; KnockbackFx fx2 = (KnockbackFx) status.gameObject.AddComponent ("KnockbackFx"); fx2.curve = motionCurve; fx2.initialMotion = (-motionOrigin.position + nObj.transform.position).normalized; status.AttachStatusEffects(fx, fx2); } }
public virtual void HandleCollide(NetSyncObj obj) { Debug.LogError("Unhandled collide msg"); }