public void OnCollisionEnter(Collider[] others) { foreach (Collider otherCollider in others) { Soul otherSoul = otherCollider.GetComponentInParent <Soul>(); if (otherSoul != null) { // Broken soul catch healthy soul // Broke every soul we touch <3 otherSoul.Broke(); this.soul.SetTargetToFollow(null); } } }
private void Start() { // Instantiate all souls for (uint soulIndex = 0; soulIndex < this.brokenSoulsAmount + this.healthySoulsAmount; soulIndex++) { Soul soul = this.InstantiateSoul(this.GetRandomNavMeshPosition()); if (soulIndex < this.brokenSoulsAmount) { soul.Broke(); this.CurrentBrokenSoulsAmount++; } else { soul.Repair(); this.CurrentNormalSoulsAmount++; } } this.gameHasStarted = true; this.userInterface.OnSoulRatioChanged(this); // StartCoroutine(this.PositionDebuggingCoroutine()); }