Пример #1
0
        private void OnCollisionEnter(Collision Collision)
        {
            switch (Collision.transform.gameObject.tag)
            {
            case "Target":
                ParticleHitPrefab =
                    Instantiate(ParticleHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                ParticleHitPrefab.GetComponent <ParticleSystem>().Play();

                GameObject.Find("HitSoundSource").GetComponent <AudioSource>().Play();

                if (Timer.Finished)
                {
                    return;
                }

                int ScoreToSubtract = Collision.gameObject.GetComponent <Target>().Tier3;
                ScoreManager.Subtract(ScoreToSubtract);

                // Spawn the score hit UI element (for feedback)
                ScoreHitPrefab      = Instantiate(ScoreHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                TextComponent       = ScoreHitPrefab.transform.GetChild(0).GetComponent <TextMeshProUGUI>();
                TextComponent.color = Color.black;
                TextComponent.text  = "-" + ScoreToSubtract;
                ScoreHitPrefab.transform.rotation =
                    Quaternion.LookRotation(Vector3.zero - ScoreHitPrefab.transform.position) *
                    Quaternion.Inverse(new Quaternion(0.0f, 180.0f, 0.0f, 1.0f));

                break;

            case "Water":
                Destroy(gameObject);
                break;
            }
        }
Пример #2
0
        private void OnCollisionEnter(Collision Collision)
        {
            switch (Collision.transform.gameObject.tag)
            {
            case "Target":
                ParticleHitPrefab = Instantiate(ParticleHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                ParticleHitPrefab.GetComponent <ParticleSystem>().Play();

                GameObject.Find("HitSoundSource").GetComponent <AudioSource>().Play();

                if (Timer.Finished)
                {
                    return;
                }

                // Sphere cast
                RaycastHit[] OutHit;
                OutHit = Physics.SphereCastAll(transform.position, DetectionRadius, transform.forward);

                // Spawn the score hit UI element (for feedback)
                int ScoreToAdd = Collision.gameObject.GetComponent <Target>().Tier2;
                ScoreManager.Add(ScoreToAdd);

                ScoreHitPrefab         = Instantiate(ScoreHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                TextComponent          = ScoreHitPrefab.transform.GetChild(0).GetComponent <TextMeshProUGUI>();
                TextComponent.color    = Color.blue;
                TextComponent.fontSize = 38892.0f;
                TextComponent.text     = "+" + ScoreToAdd;
                ScoreHitPrefab.transform.LookAt(new Vector3(0.0f, 0.0f, 0.0f));
                ScoreHitPrefab.transform.rotation = Quaternion.LookRotation(Vector3.zero - ScoreHitPrefab.transform.position) * Quaternion.Inverse(new Quaternion(0.0f, 180.0f, 0.0f, 1.0f));

                // Destroy every target in the sphere's reach
                foreach (RaycastHit Hit in OutHit)
                {
                    if (Hit.transform.gameObject.tag == "Target")
                    {
                        Hit.transform.GetComponent <Target>().Hit = true;
                        Hit.transform.GetComponent <Target>().Hide();
                    }
                }
                break;

            case "Water":
                Destroy(gameObject);                         // Destroy duck
                break;
            }
        }
Пример #3
0
        private void OnCollisionEnter(Collision Collision)
        {
            switch (Collision.transform.gameObject.tag)
            {
            case "Target":
                if (!gameObject)
                {
                    ParticleHitPrefab = Instantiate(ParticleHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                    ParticleHitPrefab.GetComponent <ParticleSystem>().Play();
                }

                GameObject.Find("HitSoundSource").GetComponent <AudioSource>().Play();

                if (Timer.Finished)
                {
                    return;
                }

                float Distance = Vector3.Distance(Collision.gameObject.transform.position, Collision.contacts[0].point);

                if (Distance < 0.3f)
                {
                    int ScoreToAdd = Collision.gameObject.GetComponent <Target>().Tier3 * 2;
                    ScoreManager.Add(ScoreToAdd);

                    // Spawn the score hit UI element (for feedback)
                    ScoreHitPrefab         = Instantiate(ScoreHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                    TextComponent          = ScoreHitPrefab.transform.GetChild(0).GetComponent <TextMeshProUGUI>();
                    TextComponent.color    = Color.red;
                    TextComponent.fontSize = 38892.0f;
                    TextComponent.text     = "+" + ScoreToAdd;
                    ScoreHitPrefab.transform.LookAt(new Vector3(0.0f, 0.0f, 0.0f));
                    ScoreHitPrefab.transform.rotation = Quaternion.LookRotation(Vector3.zero - ScoreHitPrefab.transform.position) * Quaternion.Inverse(new Quaternion(0.0f, 180.0f, 0.0f, 1.0f));
                }
                else if (Distance > 0.3f && Distance < 0.5f)
                {
                    int ScoreToAdd = Collision.gameObject.GetComponent <Target>().Tier2 * 2;
                    ScoreManager.Add(ScoreToAdd);

                    // Spawn the score hit UI element (for feedback)
                    ScoreHitPrefab         = Instantiate(ScoreHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                    TextComponent          = ScoreHitPrefab.transform.GetChild(0).GetComponent <TextMeshProUGUI>();
                    TextComponent.color    = Color.red;
                    TextComponent.fontSize = 38892.0f;
                    TextComponent.text     = "+" + ScoreToAdd;
                    ScoreHitPrefab.transform.LookAt(new Vector3(0.0f, 0.0f, 0.0f));
                    ScoreHitPrefab.transform.rotation = Quaternion.LookRotation(Vector3.zero - ScoreHitPrefab.transform.position) * Quaternion.Inverse(new Quaternion(0.0f, 180.0f, 0.0f, 1.0f));
                }
                else
                {
                    int ScoreToAdd = Collision.gameObject.GetComponent <Target>().Tier1 * 2;

                    ScoreManager.Add(ScoreToAdd);

                    // Spawn the score hit UI element (for feedback)
                    ScoreHitPrefab         = Instantiate(ScoreHitPrefab, Collision.contacts[0].point, Quaternion.identity);
                    TextComponent          = ScoreHitPrefab.transform.GetChild(0).GetComponent <TextMeshProUGUI>();
                    TextComponent.color    = Color.red;
                    TextComponent.fontSize = 38892.0f;
                    TextComponent.text     = "+" + ScoreToAdd;
                    ScoreHitPrefab.transform.LookAt(new Vector3(0.0f, 0.0f, 0.0f));
                    ScoreHitPrefab.transform.rotation = Quaternion.LookRotation(Vector3.zero - ScoreHitPrefab.transform.position) * Quaternion.Inverse(new Quaternion(0.0f, 180.0f, 0.0f, 1.0f));
                }

                break;

            case "Water":
                Destroy(gameObject);                         // Destroy duck
                break;
            }
        }