private void fire(RaycastHit hit) { // If we have a Rigidbody, apply an explosive force to it if (hit.rigidbody) { hit.rigidbody.AddExplosionForce(power, transform.position, radius); } // Call the target's onFire function Lockable l = (Lockable)hit.transform.GetComponents(typeof(Lockable))[0]; l.onFire(); }
private void fire(Transform t) { // If we have a Rigidbody, apply an explosive force to it if (t.rigidbody) { t.rigidbody.AddExplosionForce(power, transform.position - new Vector3(0, 1, 0), radius); } // Call the target's onFire function Lockable l = (Lockable)t.GetComponents(typeof(Lockable))[0]; l.onFire(); // Sounds gameMaster.onFire(); }