public void getCloakScript(Renderer REDer) { if (!REDer.GetComponent <BeingPROCloakedScript>()) { BeingPROCloakedScript BPROCS = REDer.gameObject.AddComponent <BeingPROCloakedScript>(); BPROCS.duration = CloakExtendingTime.Value; BPROCS.InvisibleBumpedMat = (InvBumpTex); BPROCS.InvisibleBumpedMat.mainTexture = (InvBumpTex.mainTexture); BPROCS.InvisibleMat = (InvTex); BPROCS.InvisibleMat.mainTexture = (InvTex.mainTexture); // Due to detection mechanism, I have to make sure every block has a collider for cloaking detection BPROCS.addColliderToMe(); } }
public void FixedUpdate() { try { Update(); Collider[] cols = Physics.OverlapSphere(this.transform.position, this.transform.localScale.x); foreach (Collider col in cols) { BeingPROCloakedScript cloakingObject = col.gameObject.GetComponent <BeingPROCloakedScript>(); if (cloakingObject != null) { if (useFlashVFX && Flashing) { cloakingObject.Flash(); } else { cloakingObject.InsideAField = true; } } } } catch { } }