void Explode(GameObject obj) { DamageSystem damageSystem = GetComponent <DamageSystem>(); Collider[] collisions = Physics.OverlapSphere(transform.position, explosionRadius); foreach (Collider col in collisions) { if (damageSystem.IsTarget(col.tag)) { DealDamage(col.gameObject); } } Instantiate(explosionEffect, transform.position, transform.rotation); }
void Update() { // set the origin and direction of the ray to match the weapon/player's transformation _ray.origin = transform.position; _ray.direction = transform.forward; // set the starting vertex of the beam to the weapon/player position _beam.SetPosition(0, _ray.origin); // by default, the end vertex of the ray is the max forward distance from its origin Vector3 endVertex = _ray.origin + (_ray.direction * maxRange); // cast a ray and collect data on all of the objects it hits RaycastHit[] hits; hits = Physics.RaycastAll(_ray, maxRange, layerMask); // sort the hits from nearest to farthest Array.Sort(hits, delegate(RaycastHit first, RaycastHit second) { return((int)(first.distance - second.distance)); }); if (hits.Length > 0) { RaycastHit hit = hits[0]; // make sure the colliding object is one of the defined targets if (_damageSystem.IsTarget(hit.collider.gameObject.tag)) { _damageSystem.DamageObject(hit.collider.gameObject); } endVertex = hit.point; } // set the end vertex of the beam according to raycast collisions and amount of piercings _beam.SetPosition(1, endVertex); impactParticles.position = endVertex; impactParticles.rotation = Quaternion.LookRotation(transform.position - endVertex); // update the remaining time for the beam _beamDuration -= Time.deltaTime; _continueFiring = false; }