private RacerHealthClass theRacer; // Used to access variables on a racer.

    #endregion Fields

    #region Methods

    //OnTriggerEnter
    //Purpose: detects when the projectile hits an object with the tag "Racer," the projectile will get the health variable
    //            from the object and call the DealDamage function then destroy itself.
    //Parameters: Collider other
    //Returns: void
    void OnTriggerEnter(Collider other)
    {
        if(other.gameObject.tag == "Weapon"){
            Physics.IgnoreCollision(this.collider, other);
        }
        if(other.gameObject.tag == "Racer"){
                theRacer = other.gameObject.GetComponent<RacerHealthClass>();
                theRacer.Health -= DealDamage(theRacer.Armor);
                GameObject spawnedHitParticle = Instantiate(HitParticle, this.transform.position, this.transform.rotation) as GameObject;
        //			gameObject.transform.position = StartPosition.position;
                gameObject.SetActive(false);
        }
    }
Exemplo n.º 2
0
    private RacerHealthClass theRacer; // Used to access variables on a racer.

    #endregion Fields

    #region Methods

    //OnTriggerEnter
    //Purpose: detects when the projectile hits an object with the tag "Racer," the projectile will get the health variable
    //            from the object and call the DealDamage function then destroy itself.
    //Parameters: Collider other
    //Returns: void
    void OnTriggerEnter(Collider other)
    {
        //		if(other.gameObject.tag == "Weapon"){
        //			Physics.IgnoreCollision(this.collider, other);
        //		}
        if(other.gameObject.tag == "Racer"){
            Debug.Log("Hit Racer");
            theRacer = other.gameObject.GetComponent<RacerHealthClass>();
            theRacer.Health -= DealDamage(theRacer.Armor);
            GameObject spawnedHitParticle = Instantiate(HitParticle, this.transform.position, this.transform.rotation) as GameObject;
            Destroy(gameObject);
        }
        else
        {
            GameObject spawnedHitParticle = Instantiate(HitParticle, this.transform.position, this.transform.rotation) as GameObject;
            Destroy(gameObject);
        }
    }
    //OnTriggerEnter
    //Purpose: detects when the projectile hits an object with the tag "Racer," the projectile will get the health variable
    //            from the object and call the DealDamage function then destroy itself.
    //Parameters: Collider other
    //Returns: void
    void OnTriggerEnter(Collider other)
    {
        //		if(other.gameObject.tag == "Weapon"){
        //			Physics.IgnoreCollision(this.collider, other);
        //		}
        //		if(other.gameObject.tag == "Racer"){
        //			Debug.Log("Hit Racer");
        //			theRacer = other.gameObject.GetComponent<RacerHealthClass>();
        //			theRacer.Health -= DealDamage(theRacer.Armor);
        //			Destroy(gameObject);
        //		}

        string theTag = other.gameObject.tag.ToString();

        switch(theTag)
        {
        case "Weapon":
            Physics.IgnoreCollision(this.collider, other);
            break;
        case "Racer":
            Debug.Log("Hit Racer");
            theRacer = other.gameObject.GetComponent<RacerHealthClass>();
            theRacer.Health -= DealDamage(theRacer.Armor);
            Destroy(gameObject);
            break;
        }
    }
Exemplo n.º 4
0
 // Use this for initialization
 void Start()
 {
     MotionStart();
     racer = this.GetComponent<RacerHealthClass>();
     //		MotionStart();
 }
Exemplo n.º 5
0
 public static void AddRacer(RacerHealthClass racer)
 {
     if(!targets.Contains(racer.transform)){
         targets.Add(racer.transform);
     }
 }