void OnContact() { GameObject collided_obj = GetComponent <CompCollider>().GetCollidedObject(); // DAMAGE --- CompCollider obj_col = collided_obj.GetComponent <CompCollider>(); if (obj_col != null) { obj_col.CallOnContact(); } rb.LockTransform(); Destroy(gameObject); }
void OnContact() { if (fadeing == false && active_fade) { CompCollider col = GetComponent <CompCollider>(); GameObject obj_col = col.GetCollidedObject(); if (obj_col != null && obj_col.CompareTag("player")) { Debug.Log("[yellow] Collision"); //obj_col.GetComponent<> fadeing = true; } } }
void OnTriggerLost() { Debug.Log("REVERB OUT", Department.STAGE, Color.RED); col = GetComponent <CompCollider>(); GameObject col_obj = col.GetCollidedObject(); CompAudio col_audio = null; if (col_obj != null) { col_audio = col_obj.GetComponent <CompAudio>(); } if (col_audio != null) { Debug.Log("REVERB OUT", Department.STAGE); col_audio.SetAuxiliarySends(bus_name, out_value); } }
// OnTrigger Lever ------------------------ void OnTriggerEnter() { if (active_lever || on_lever_animation) { return; } CompCollider col = GetComponent <CompCollider>(); GameObject obj_col = col.GetCollidedObject(); Debug.Log(obj_col.GetTag().ToString()); if (obj_col != null && obj_col.CompareTag("player")) { lever_interact.SetActive(true); on_lever_range = true; } }
void OnTriggerLost() { if (active_lever) { on_lever_range = false; return; } CompCollider col = GetComponent <CompCollider>(); GameObject obj_col = col.GetCollidedObject(); Debug.Log(obj_col.GetTag().ToString()); if (obj_col != null && obj_col.CompareTag("player")) { lever_interact.SetActive(false); on_lever_range = false; } }
void OnTriggerEnter() { Debug.Log("Collision"); if (fadeing == false && active_fade) { Debug.Log("Collision2"); CompCollider col = GetComponent <CompCollider>(); GameObject obj_col = col.GetCollidedObject(); if (obj_col != null && obj_col.CompareTag("player")) { Debug.Log("Collision3"); //obj_col.GetComponent<> state = StateFade.GO_BLACK; fadeing = true; Time.timeScale = 0.0f; } } }
void OnTriggerEnter() { SceneManager.LoadScene("ScoreMenu"); Debug.Log("[red] FINISHING LEVEL"); CompCollider col = GetComponent <CompCollider>(); GameObject obj = null; if (col != null) { obj = col.GetCollidedObject(); } if (obj != null && obj.CompareTag("player")) { Debug.Log("Restarting"); SceneManager.LoadScene("ScoreMenu"); } }
void Start() { col = GetComponent <CompCollider>(); wall_collision = false; enemy_collision = false; //sword_wall_particle = GetLinkedObject("sword_wall_particle"); //wall_particle = sword_wall_particle.GetComponent<CompParticleSystem>(); sword_enemy_particle = GetLinkedObject("sword_enemy_particle"); sword_enemy_particle2 = GetLinkedObject("sword_enemy_particle2"); sword_enemy_particle3 = GetLinkedObject("sword_enemy_particle3"); sword_enemy_particle4 = GetLinkedObject("sword_enemy_particle4"); enemy_particle = sword_enemy_particle.GetComponent <CompParticleSystem>(); //TO MANAGE SWORD BLOOD TEXTURE mat = GetMaterialByName("Jaime Sword"); mat.SetFloat("blood", blood); }
void OnTriggerEnter() { if (active_puzzle == false && phase_active == 0) { CompCollider col = GetComponent <CompCollider>(); GameObject obj_col = col.GetCollidedObject(); Debug.Log(obj_col.GetTag().ToString()); if (obj_col != null && obj_col.CompareTag("player")) { // Close door Debug.Log("[yellow] Collision"); if (door_puzzle_level2 != null) { door_puzzle_level2.GetComponent <DoorLevel2>().CloseDoor(); } active_puzzle = true; } } }
void OnContact() { col = GetComponent <CompCollider>(); GameObject obj = col.GetCollidedObject(); if (obj != null) { if (obj.CompareTag("enemy")) { col = GetComponent <CompCollider>(); Vector3 point = col.GetContactPoint(); col = GetComponent <CompCollider>(); Vector3 normal = col.GetContactNormal(); enemy_particle_obj.GetComponent <Transform>().SetUpVector(normal); enemy_particle_obj.GetComponent <Transform>().SetPosition(point); enemy_particle = enemy_particle_obj.GetComponent <CompParticleSystem>(); enemy_particle.ActivateEmission(true); } else if (obj.CompareTag("obstacle")) { col = GetComponent <CompCollider>(); Vector3 point = col.GetContactPoint(); col = GetComponent <CompCollider>(); Vector3 normal = col.GetContactNormal(); wall_particle_obj.GetComponent <Transform>().SetUpVector(normal); wall_particle_obj.GetComponent <Transform>().SetPosition(point); wall_particle = wall_particle_obj.GetComponent <CompParticleSystem>(); wall_particle.ActivateEmission(true); } } }
void Start() { col = GetComponent <CompCollider>(); }
void OnContact() { CompCollider col = GetComponent <CompCollider>(); if (fireball_particles != null) { Vector3 point = col.GetContactPoint(); Vector3 normal = col.GetContactNormal(); fireball_particles.GetComponent <Transform>().SetUpVector(normal); point = point + normal * 4; fireball_particles.GetComponent <Transform>().SetPosition(point); CompParticleSystem fireball_particles_script = fireball_particles.GetComponent <CompParticleSystem>(); fireball_particles_script.ActivateEmission(true); if (fireball_particles2 != null) { fireball_particles_script = fireball_particles2.GetComponent <CompParticleSystem>(); fireball_particles_script.ActivateEmission(true); } if (fireball_particles3 != null) { fireball_particles_script = fireball_particles3.GetComponent <CompParticleSystem>(); fireball_particles_script.ActivateEmission(true); } if (fireball_particles4 != null) { fireball_particles_script = fireball_particles4.GetComponent <CompParticleSystem>(); fireball_particles_script.ActivateEmission(true); } } GameObject collided_obj = GetComponent <CompCollider>().GetCollidedObject(); GetComponent <CompAudio>().PlayEvent("DaenerysFireballImpact"); // DAMAGE --- if (collided_obj != null) { // Check the specific enemy in front of you and apply dmg or call object OnContact EnemiesManager enemy_manager = GetLinkedObject("player_enemies_manager").GetComponent <EnemiesManager>(); if (!destroyed) { if (enemy_manager.IsEnemy(collided_obj)) { enemy_manager.ApplyDamage(collided_obj, damage, Enemy_BT.ENEMY_GET_DAMAGE_TYPE.FIREBALL); } else { destroyed = true; Debug.Log("Destroy 1", Department.GENERAL); Destroy(gameObject); return; } } } if (fireball && destroyed == false) { col.CollisionActive(false); Debug.Log("Destroy 2", Department.GENERAL); Destroy(gameObject); destroyed = true; return; } }