private void Detenation() { Vector3 explosionPos = instantiatedExplosion.transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, gameManager.flagExplosionRadius); foreach (Collider hit in colliders) { Rigidbody rb = hit.GetComponent <Rigidbody>(); EnemyBoat enemyPowerReduced = hit.GetComponent <EnemyBoat>(); WaterBoat friendlyPowerReduced = hit.GetComponent <WaterBoat>(); if (rb != null) { rb.AddExplosionForce(gameManager.flagExplosionPower, explosionPos, gameManager.flagExplosionRadius, gameManager.flagExplosionupForce, ForceMode.Impulse); if (enemyPowerReduced != null) { enemyPowerReduced.Power -= 1f; } else if (friendlyPowerReduced != null) { friendlyPowerReduced.Power -= 1f; } } } }
// Start is called before the first frame update void Start() { waves = FindObjectOfType <Waves>(); boatController = FindObjectOfType <WaterBoat>(); sunParticle.Play(); rainParticle.Stop(); }