void OnCollisionEnter(Collision collision) { GameObject collider = collision.gameObject; if (!scored && collider != null && collider.tag == "Floor") { float posX = transform.position.x; scored = true; if (game != null) { if (posX < 0) { game.ScoreForSolo(); } else if (posX > 0) { game.ScoreForTeam(); } else { //Neither side gets a point I guess? } } Destroy(gameObject, timeToLiveAfterScore); } }
void OnCollisionEnter(Collision collision) { GameObject collider = collision.gameObject; if (!scored && collider != null && collider.tag == "Floor") { float posX = transform.position.x; scored = true; if (game != null) { if (posX < 0) { game.ScoreForSolo(); } else if (posX > 0) { game.ScoreForTeam(); } else { //Neither side gets a point I guess? } } Destroy(gameObject, timeToLiveAfterScore); } if (audio != null && collisionSounds != null && collisionSounds.Length > 0) { int i = Random.Range(0, collisionSounds.Length); AudioClip sound = collisionSounds[i]; float volume = Mathf.Min(collision.relativeVelocity.magnitude / 100.0f, 0.5f); audio.PlayOneShot(sound, volume); } }