private void Convert(ConvertionActions action) { Collider[] colliders = Physics.OverlapSphere(transform.position, convertionRadius); foreach (Collider collider in colliders) { PoorSoulController psc = collider.gameObject.GetComponentInChildren <PoorSoulController>(); if (psc != null) { psc.Convert(action); } } }
private void Spawn() { Debug.Log("Spawn!"); GameObject go = GameObject.Instantiate(poorSoulPrefab); go.transform.position = new Vector3(Random.Range(spawnBounds.min.x, spawnBounds.max.x), Random.Range(spawnBounds.min.y, spawnBounds.max.y), Random.Range(spawnBounds.min.z, spawnBounds.max.z)); PoorSoulController psc = go.GetComponentInChildren <PoorSoulController>(); psc.player = player; psc.spawner = this; numSouls++; }