示例#1
0
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

        for (int i = 0; i < colliders.Length; ++i)
        {
            Rigidbody targetRigidbody = colliders [i].GetComponent <Rigidbody> ();

            if (!targetRigidbody)
            {
                continue;
            }

            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth> ();

            if (!targetHealth)
            {
                continue;
            }

            float damage = CalculateDamage(targetRigidbody.position);

            targetHealth.TakeDamage(damage);
        }

        m_ExplosionParticles.transform.parent = null;        //Make the particle system still work even if we destroyed a shell.

        m_ExplosionParticles.Play();

        m_ExplosionAudio.Play();
        //UnityEngine.ParticleSystem.duration is obselete, use main.duration instead
        Destroy(m_ExplosionParticles.gameObject.gameObject, m_ExplosionParticles.duration);
//		Destroy (m_ExplosionParticles.gameObject.gameObject, main.duration);
        Destroy(gameObject);
    }
示例#2
0
    private void OnTriggerEnter(Collider Other)                                                      // Find All TANKS in an area around a Shell and Damage Them.
    {
        Collider[] Colliders = Physics.OverlapSphere(transform.position, ExplosionRadius, TankMask); // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
        int        i;

        for (i = 0; i < Colliders.Length; i++)  // Go through all Colliders.
        {
            Rigidbody TargetRigidBody = Colliders[i].GetComponent <Rigidbody>();

            if (!TargetRigidBody)
            {
                continue;
            }

            TargetRigidBody.AddExplosionForce(ExplosionForce, transform.position, ExplosionRadius); // Add an explosion force to the FOUND Shell.

            TankHealth TargetHealth = TargetRigidBody.GetComponent <TankHealth>();                  // Find the TankHealth script associated with the rigidbody.

            if (!TargetHealth)
            {
                continue;
            }

            float Damage = CaculateDamage(TargetRigidBody.position); // Calculate the Amount of damage.

            TargetHealth.TakeDamage(Damage);                         // Apply the Damage To the TANK.
        }

        ExplosionParticles.transform.parent = null;   // Unparent the particles from the shell.

        ExplosionParticles.Play();

        ExplosionAudio.Play();

        Destroy(ExplosionParticles.gameObject, ExplosionParticles.main.duration); // Once the particles have finished, destroy the gameobject they are on.

        Destroy(gameObject);                                                      // Destroy the shell.
    }
示例#3
0
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

        for (int i = 0; i < colliders.Length; i++)
        {
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

            if (!targetRigidbody)
            {
                continue;
            }

            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();

            if (!targetHealth)
            {
                continue;
            }

            float damage = CalculateDamage(targetRigidbody.position);

            targetHealth.TakeDamage(damage);
        }

        m_ExplosionParticles.transform.parent = null;

        m_ExplosionParticles.Play();

        m_ExplosionAudio.Play();

        Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.main.duration);

        Destroy(gameObject);
    }
示例#4
0
    private void OnCollisionEnter(Collision other)
    {
        // Find the Rigidbody of the collision object
        Rigidbody targetRigidbody = other.gameObject.GetComponent <Rigidbody>();

        // Only tanks will have Rigidbody scripts
        if (targetRigidbody != null)
        {
            // Add an explosion force
            targetRigidbody.AddExplosionForce(m_ExplosionForce,
                                              transform.position, m_ExplosionRadius);

            // Find the TankHealth script associated with the Rigidbody
            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();

            if (targetHealth != null)
            {
                // Calculate the amount of damage the target should take
                // based on it's distance from the shell
                float damage = CalculateDamage(targetRigidbody.position);

                // Deal this damage to the tank
                targetHealth.TakeDamage(damage);
            }
        }

        // Unparent the particles from the shell
        m_ExplosionParticles.transform.parent = null;

        // Play the particle system
        m_ExplosionParticles.Play();

        // Once the particles have finished, destroy the gameObject they are on
        Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.main.duration);

        // Destroy the shell
        Destroy(gameObject);
    }
示例#5
0
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.

        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask); //TankMask used to only pick up tanks

        for (int i = 0; i < colliders.Length; i++)
        {
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

            if (!targetRigidbody) //Sanity check
            {
                continue;
            }

            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();

            if (!targetHealth) //Sanity check
            {
                continue;
            }

            float damage = CalculateDamage(targetRigidbody.position);

            targetHealth.TakeDamage(damage);
        }

        m_ExplosionParticles.transform.parent = null; //So it still plays after the shell is destroyed

        m_ExplosionParticles.Play();
        m_ExplosionAudio.Play();

        Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.duration); //We want to destroy the game object, not the component (m_ExplosionParticles)
        Destroy(gameObject);
    }
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.

        if (m_Exploded)
        {
            return;
        }

        Vector3 triggerPosition = transform.position;

        Collider[] colliders = Physics.OverlapSphere(triggerPosition, m_ExplosionRadius, m_TankMask.value);

        foreach (Collider collider in colliders)
        {
            float damage = CalculateDamage(collider.transform.position);

            TankHealth hitTankHealth = collider.gameObject.GetComponent <TankHealth> ();
            hitTankHealth.TakeDamage(damage);

            Rigidbody hitRigidbody = collider.gameObject.GetComponent <Rigidbody> ();
            hitRigidbody.AddExplosionForce(m_ExplosionForce, triggerPosition, m_ExplosionRadius);
        }

        m_ExplosionParticles.Play();
        m_ExplosionAudio.Play();

        MeshRenderer meshRenderer = GetComponent <MeshRenderer> ();

        meshRenderer.enabled = false;

        Rigidbody rigidbody = GetComponent <Rigidbody> ();

        rigidbody.isKinematic = true;

        Destroy(gameObject, 1f);
    }
示例#7
0
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

        for (int i = 0; i < colliders.Length; i++)
        {
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

            if (!targetRigidbody)
            {
                continue;
            }
            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth> ();

            if (!targetHealth)
            {
                continue;
            }

            float damage = CalculateDamage(targetRigidbody.position);

            targetHealth.TakeDamage(damage);
        }
        // Desacnlo el sistema de aprticulas de la bomba.
        m_ExplosionParticles.transform.parent = null;
        // Reproduczco el sistema de pertículas.
        m_ExplosionParticles.Play();
        // Reproduzco el audio.
        m_ExplosionAudio.Play();
        // Cuando las partículas han terminado, destruyo su objeto asociado.
        Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.main.duration);
        // Destruyo la bomba.
        Destroy(gameObject);
    }
示例#8
0
    private void OnTriggerEnter(Collider other)
    {
        if (!photonView.IsMine)
        {
            return;
        }


        // Find all the tanks in an area around the shell and damage them.

        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

        for (int i = 0; i < colliders.Length; i++)
        {
            Rigidbody targetRigibody = colliders[i].GetComponent <Rigidbody>();//抓取爆炸半徑內的Rigidbody

            if (!targetRigibody)
            {
                continue;
            }

            targetRigibody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            TankHealth targetHealth = targetRigibody.GetComponent <TankHealth>();

            if (!targetHealth)
            {
                continue;
            }

            float damage = CalculateDamage(targetRigibody.position);

            targetHealth.TakeDamage(damage);
        }

        StartCoroutine(Explsion());
    }
示例#9
0
    private void ExplodeShell()
    {
        // Find all the tanks in an area around the shell and damage them.
        var colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

        foreach (var collider in colliders)
        {
            var targetRigidBody = collider.GetComponent <Rigidbody>();
            if (!targetRigidBody)
            {
                continue;
            }

            targetRigidBody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);
            TankHealth targetHealth = targetRigidBody.GetComponent <TankHealth>();
            if (!targetHealth)
            {
                continue;
            }

            float damage = CalculateDamage(targetRigidBody.position);
            targetHealth.TakeDamage(damage);
        }
    }
示例#10
0
 ///////////////////////////
 void OnTriggerEnter(Collider other)
 {
     if (m_isFirst)
     {
         return;
     }
     m_isFirst = true;
     // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
     Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);
     for (int i = 0; i < colliders.Length; i++)
     {
         Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();
         if (!targetRigidbody)
         {
             continue;
         }
         TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();
         if (!targetHealth)
         {
             continue;
         }
         if (targetHealth.m_isImmortal)
         {
             continue;
         }
         if (PhotonNetwork.IsMasterClient)
         {
             float damage = CalculateDamage(targetRigidbody.position);
             targetHealth.TakeDamage(damage, m_teamIndex, transform.position, m_ExplosionForce, m_ExplosionRadius);
         }
     }
     m_ExplosionParticles.transform.parent.parent = null;
     m_ExplosionParticles.Play();
     m_audio.Play();
     GameObject.Destroy(gameObject);
 }
示例#11
0
    private void Update()
    {
        // Store the player's input and make sure the audio for the engine is playing.
        m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
        m_TurnInputValue     = Input.GetAxis(m_TurnAxisName);

        EngineAudio();

        //pruebas
        if (Input.GetKey(KeyCode.K))
        {
            THScript.TakeDamage(2f);
        }

        //if (Input.GetKey(KeyCode.W)) { movement = transform.forward * 1 * slowAc * Time.deltaTime; }
        if (Input.GetKey(KeyCode.S))
        {
            LastInput = "S";
        }
        if (Input.GetKey(KeyCode.W))
        {
            LastInput = "W";
        }
    }
示例#12
0
    public override bool IsFinished()
    {
        m_Timer += Time.deltaTime;

        if (m_Timer < 1)
        {
            return(false);
        }
        else if (m_Timer >= 1 && !m_IsExploded)
        {
            m_Explosion = GameObject.Instantiate(m_ExplosionPrefab);
            var explosionParticles = m_Explosion.GetComponent <ParticleSystem>();
            explosionParticles.transform.position = m_RigidBody.transform.position;
            explosionParticles.Play();

            m_RigidBody.AddForce(Vector3.up * 150);

            if (m_Health.CurrentHealth > 10)
            {
                m_Health.TakeDamage(10);
            }

            m_IsExploded = true;

            GameObject.Destroy(m_Explosion, explosionParticles.duration);
            return(false);
        }
        else if (m_Timer >= 1.1 && m_IsExploded)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
示例#13
0
    private void Explosion(Collider collider)
    {
        explosionParticles.transform.parent = null;

        explosionParticles.Play();

        Destroy(explosionParticles.gameObject, explosionParticles.main.duration);
        Destroy(gameObject);

        Rigidbody targetRigidbody = collider.GetComponent <Rigidbody>();

        if (!targetRigidbody)
        {
            return;
        }

        TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();

        if (targetRigidbody && targetHealth)
        {
            //タンクの場合HPを減らす
            targetHealth.TakeDamage(damage);
        }
    }
示例#14
0
    private void OnTriggerEnter(Collider other)                              //comes into picture whenanything comes in contact with it or intersected
    {
        // Find all the tanks in an area around the shell and damage them.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask); //overlap sphere creates an imaginary sphere...anything that is inside that sphere is collected as collider.........tankmask is used so it only captures the tanks
        for (int i = 0; i < colliders.Length; i++)                                                       //now we iterate through each of the colliders
        {
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();                         //iterating through each collider inside the sphere....now it checks if that collider has a rigid bo

            if (!targetRigidbody)                                                                        //if it doesnt have a rigid body it continues.....though every collider should have one...it is a safety measure in case
            {
                continue;
            }

            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);              //this will add force according to three values force of explosion, position of the shell and radius i.e. how far the explosion can reach

            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();                                   //if the collider with rigid body is the tank

            if (!targetHealth)                                                                                       //if the target is not the tank ....continue
            {
                continue;
            }

            float damage = CalculateDamage(targetRigidbody.position);                                       //now we calculate the damage

            targetHealth.TakeDamage(damage);                                                                //calculates the tank's health after the damage
        }

        m_ExplosionParticles.transform.parent = null;

        m_ExplosionParticles.Play();

        m_ExplosionAudio.Play();

        Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);
        Destroy(gameObject);
    }
    void OnCollisionEnter(Collision other)
    {
        if (!other.collider.CompareTag(TargetTag) &&
            other.gameObject.layer != LayerMask.NameToLayer("Ground"))
        {
            return;
        }

        Rigidbody targetRigidbody = other.rigidbody;

        //- Damage target here
        if (targetRigidbody != null)
        {
            targetRigidbody.AddExplosionForce(ExplosionForce,
                                              transform.position,
                                              ExplosionRadius);

            TankHealth targetHealth = targetRigidbody
                                      .GetComponent <TankHealth>();
            if (targetHealth != null)
            {
                float damage = CalculateDamage(targetRigidbody.position);

                targetHealth.TakeDamage(damage);
            }
        }
        //-

        ExplosionSystem.transform.SetParent(null);

        ExplosionSystem.Play();

        Destroy(ExplosionSystem.gameObject, ExplosionSystem.duration);

        Destroy(gameObject);
    }
示例#16
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "projectile")
        {
            return;
        }

        // get team ID
        int idTeamShooter = m_Shooter.GetComponent <TeamInfo>().IDTeam;

        // id of collider
        int idTeamCollider = other.GetComponent <TeamInfo>().IDTeam;

        // owner id
        if (idTeamCollider == idTeamShooter)
        {
            return;
        }

        // not target
        if (other.gameObject != Target)
        {
            return;
        }

        // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
        //Collider[] colliders = Physics.OverlapSphere (transform.position, m_ExplosionRadius, m_TankMask);

        // Go through all the colliders...
        //for (int i = 0; i < colliders.Length; i++)
        //{
        //    // ... and find their rigidbody.
        //    Rigidbody targetRigidbody = colliders[i].GetComponent<Rigidbody> ();

        //    // If they don't have a rigidbody, go on to the next collider.
        //    if (!targetRigidbody)
        //        continue;

        //    // Add an explosion force.
        //    targetRigidbody.AddExplosionForce (m_ExplosionForce, transform.position, m_ExplosionRadius);

        //    // Find the TankHealth script associated with the rigidbody.
        //    TankHealth targetHealth = targetRigidbody.GetComponent<TankHealth> ();

        //    // If there is no TankHealth script attached to the gameobject, go on to the next collider.
        //    if (!targetHealth)
        //        continue;

        //    // Calculate the amount of damage the target should take based on it's distance from the shell.
        //    float damage = CalculateDamage (targetRigidbody.position);

        //    // Deal this damage to the tank.
        //    targetHealth.TakeDamage (damage);
        //}

        // Unparent the particles from the shell.
        //m_ExplosionParticles.transform.parent = null;

        // Play the particle system.
        //m_ExplosionParticles.Play();

        // Play the explosion sound effect.
        m_ExplosionAudio.Play();

        // Once the particles have finished, destroy the gameobject they are on.
        //Destroy (m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);

        // Find the TankHealth script associated with the rigidbody.
        TankHealth targetHealth = other.GetComponent <TankHealth>();

        // If there is no TankHealth script attached to the gameobject, go on to the next collider.
        if (targetHealth)
        {
            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = m_Shooter.GetComponent <TankShooting>().damage;

            // Deal this damage to the tank.
            targetHealth.TakeDamage(damage);
        }
        // Destroy the shell.
        Destroy(gameObject);
    }
示例#17
0
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius);
        // Go through all the colliders...
        for (int i = 0; i < colliders.Length; i++)
        {
            // ... and find their rigidbody.
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody> ();

            // If they don't have a rigidbody, go on to the next collider.
            if (targetRigidbody)
            {
                //targetRigidbody.AddExplosionForce (m_ExplosionForce, transform.position, m_ExplosionRadius,3.0f);
            }

            // Add an explosion force.


            Destructible buildingDes = colliders[i].GetComponent <Destructible> ();

            if (buildingDes)
            {
                buildingDes.TakeDamage(50);
            }


            // Find the TankHealth script associated with the rigidbody.
            TankHealth targetHealth = colliders[i].GetComponent <TankHealth> ();
            // If there is no TankHealth script attached to the gameobject, go on to the next collider.
            if (!targetHealth)
            {
                continue;
            }
            else
            {
            }



            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = CalculateDamage(colliders[i].transform.position);
            // Deal this damage to the tank.
            targetHealth.TakeDamage(damage);
        }

        // Unparent the particles from the shell.
        m_ExplosionParticles.transform.parent = null;

        // Play the particle system.
        m_ExplosionParticles.Play();

        // Play the explosion sound effect.
//		m_ExplosionAudio.Play();
        m_ExplosionAudioEvent.Play(m_ExplosionAudio);

        // Once the particles have finished, destroy the gameobject they are on.
        Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.main.duration);

        // Destroy the shell.
        Destroy(gameObject);
    }
示例#18
0
    protected override void OnTriggerEnter(Collider other)
    {
        if (m_TankMask.value == 1 << other.gameObject.layer && m_PassedLauncher)
        {
            // Find all the tanks in an area around the shell and damage them.
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

            for (int i = 0; i < colliders.Length; i++)
            {
                Rigidbody targetRigidbody = colliders [i].GetComponent <Rigidbody> ();

                if (!targetRigidbody)
                {
                    continue;
                }

                targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

                TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth> ();

                if (!targetHealth)
                {
                    continue;
                }

                float damage = CalculateDamage(targetRigidbody.position);

                targetHealth.TakeDamage(damage);
            }

            m_ExplosionParticles.transform.parent = null;

            m_ExplosionParticles.Play();

            m_ExplosionAudio.Play();

            Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.main.duration);

            Destroy(gameObject);
        }
        else if (m_PortalMask.value == 1 << other.gameObject.layer)
        {
            Vector3 rotationAxis = other.gameObject.transform.right;

            transform.RotateAround(m_SpriteTransform.position, rotationAxis, 90f);

            transform.position += other.gameObject.transform.forward * 0.5f;

            Vector3 upOffset = other.gameObject.transform.up * 11.1f;

            if (upOffset.x > 1f || upOffset.x < -1f)
            {
                Vector3 newTransform = new Vector3(upOffset.x, transform.position.y, transform.position.z);

                transform.position = newTransform;
            }
            else if (upOffset.y > 1f || upOffset.y < -1f)
            {
                Vector3 newTransform = new Vector3(transform.position.x, upOffset.y, transform.position.z);

                transform.position = newTransform;
            }
            else if (upOffset.z > 1f || upOffset.z < -1f)
            {
                Vector3 newTransform = new Vector3(transform.position.x, transform.position.y, upOffset.z);

                transform.position = newTransform;
            }
        }
    }
示例#19
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.collider.tag == "Tank")
        {
            Debug.Log("Y'a eu trigger avec " + collision.collider.name);
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius);

            for (int i = 0; i < colliders.Length; i++)
            {
                Debug.Log("JAI touché " + colliders[i].name);
                Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();
                Rigidbody parentTry       = colliders[i].GetComponentInParent <Rigidbody>();

                // Si le parent de l'element a pas de rigidbody c'est pas un bout du tank, donc on passe au suivant.
                if (!parentTry)
                {
                    continue;
                }
                //Si on trouve pas le tag tank, on a rien a faire donc on continue
                if (parentTry.tag != "Tank")
                {
                    continue;
                }

                PilotController scriptpilote = parentTry.GetComponent <PilotController>();
                if (scriptpilote)
                {
                    if (colliders[i].name.Contains("L_"))
                    {
                        if (Random.Range(0, 5) == 0)
                        {
                            scriptpilote.DisableLeft();
                        }
                    }
                    if (colliders[i].name.Contains("R_"))
                    {
                        if (Random.Range(0, 5) == 0)
                        {
                            scriptpilote.DisableRight();
                        }
                    }
                }

                TankHealth targethealth = parentTry.GetComponent <TankHealth>();
                if (!targethealth)
                {
                    continue;
                }
                //on met 5 dégats par partie du tank qu'on trouve, ce qui permet de scale les dégats
                targethealth.TakeDamage(5);
            }

            m_ExplosionParticles = Instantiate(ExplosionPrefab).GetComponent <ParticleSystem>();
            m_ExplosionParticles.transform.position = transform.position;
            m_ExplosionAudio = m_ExplosionParticles.GetComponent <AudioSource>();
            m_ExplosionParticles.Play();
            m_ExplosionAudio.Play();

            // Once the particles have finished, destroy the gameobject they are on.
            ParticleSystem.MainModule mainModule = m_ExplosionParticles.main;
            Destroy(m_ExplosionParticles.gameObject, mainModule.duration);
            // Destroy la mine.
            Destroy(gameObject);
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.

        // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
        Collider[] colliders       = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);
        Collider[] remotecolliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_RemoteTankMask);
        // Go through all the colliders...
        for (int i = 0; i < colliders.Length; i++)
        {
            // ... and find their rigidbody.
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

            // If they don't have a rigidbody, go on to the next collider.
            if (!targetRigidbody)
            {
                continue;
            }

            // Add an explosion force.
            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            // Find the TankHealth script associated with the rigidbody.
            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();

            // If there is no TankHealth script attached to the gameobject, go on to the next collider.
            if (!targetHealth)
            {
                continue;
            }



            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = CalculateDamage(targetRigidbody.position);

            // Deal this damage to the tank.

            //gets playerID and appends damage to them
            if (colliders[i].GetComponent <Collider>().tag == PLAYER_TAG)
            {
                if (!isServer)
                {
                    //remotecolliders[i].GetComponent<NetworkIdentity>().AssignClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);
                    targetHealth.CmdTakeDamage(colliders[i].GetComponent <PlayerSetup>().NetID, damage);
                }
                //remotecolliders[i].gameObject.GetComponent<NetworkIdentity>().RemoveClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);
                else
                {
                    targetHealth.RpcTakeDamage(colliders[i].GetComponent <PlayerSetup>().NetID, damage);
                }
            }
            else
            {
                targetHealth.TakeDamage(damage);
            }
        }

        for (int i = 0; i < remotecolliders.Length; i++)
        {
            // ... and find their rigidbody.
            Rigidbody targetRigidbody = remotecolliders[i].GetComponent <Rigidbody>();

            // If they don't have a rigidbody, go on to the next collider.
            if (!targetRigidbody)
            {
                continue;
            }

            // Add an explosion force.
            targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            // Find the TankHealth script associated with the rigidbody.
            TankHealth targetHealth = targetRigidbody.GetComponent <TankHealth>();
            //TankHealth targetHealth;
            // If there is no TankHealth script attached to the gameobject, go on to the next collider.
            if (!targetHealth)
            {
                continue;
            }



            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = CalculateDamage(targetRigidbody.position);

            // Deal this damage to the tank.

            //gets playerID and appends damage to them
            if (remotecolliders[i].GetComponent <Collider>().tag == PLAYER_TAG)
            {
                if (!isServer)
                {
                    //remotecolliders[i].GetComponent<NetworkIdentity>().AssignClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);
                    targetHealth.CmdTakeDamage(remotecolliders[i].GetComponent <PlayerSetup>().NetID, damage);
                }
                //remotecolliders[i].gameObject.GetComponent<NetworkIdentity>().RemoveClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);
                else
                {
                    targetHealth.RpcTakeDamage(remotecolliders[i].GetComponent <PlayerSetup>().NetID, damage);
                }
            }
            else
            {
                targetHealth.TakeDamage(damage);
            }
        }
        if (GameManager.IsOnline)
        {
            if (!isServer)
            {
                // Unparent the particles from the shell.
                m_ExplosionParticles.transform.parent = null;

                // Play the particle system.
                m_ExplosionParticles.Play();

                // Play the explosion sound effect.
                m_ExplosionAudio.Play();

                // Once the particles have finished, destroy the gameobject they are on.
#pragma warning disable CS0618 // Type or member is obsolete
                Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);
#pragma warning restore CS0618 // Type or member is obsolete

                // Destroy the shell.
                Destroy(gameObject);
            }
            else
            {
                RpcShellstuff();
            }
        }
        else
        {
            // Unparent the particles from the shell.
            m_ExplosionParticles.transform.parent = null;

            // Play the particle system.
            m_ExplosionParticles.Play();

            // Play the explosion sound effect.
            m_ExplosionAudio.Play();

            // Once the particles have finished, destroy the gameobject they are on.
#pragma warning disable CS0618 // Type or member is obsolete
            Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);
#pragma warning restore CS0618 // Type or member is obsolete

            // Destroy the shell.
            Destroy(gameObject);
        }
    }
 /// <summary>
 /// Self destruction
 /// </summary>
 public void SelfDestruction()
 {
     m_HealthScript.TakeDamage(100.0f);
 }
    private void OnTriggerEnter(Collider other)
    {
        if (other.isTrigger)
        {
            return;
        }
        // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);

        // Go through all the colliders...
        for (int i = 0; i < colliders.Length; i++)
        {
            // ... and find their rigidbody.
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody>();

            // If they don't have a rigidbody, go on to the next collider.
            if (!targetRigidbody)
            {
                continue;
            }

            // Add an explosion force.
            //targetRigidbody.AddExplosionForce(m_ExplosionForce, transform.position, m_ExplosionRadius);

            // Find the TankHealth script associated with the rigidbody.
            TankHealth          targetHealth        = targetRigidbody.GetComponent <TankHealth>();
            TankHealthHardcoded tankHealthHardcoded = targetRigidbody.GetComponent <TankHealthHardcoded>();
            // If there is no TankHealth script attached to the gameobject, go on to the next collider.
            if (!targetHealth && !tankHealthHardcoded)
            {
                continue;
            }

            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = CalculateDamage(targetRigidbody.position);

            if (!targetHealth)
            {
                tankHealthHardcoded.TakeDamage(damage);
            }
            else
            {
                // Deal this damage to the tank.
                targetHealth.TakeDamage(damage);
            }
        }

        //// Unparent the particles from the shell.
        //m_ExplosionParticles.transform.parent = null;

        //// Play the particle system.
        //m_ExplosionParticles.Play();

        //// Play the explosion sound effect.
        //m_ExplosionAudio.Play();

        //// Once the particles have finished, destroy the gameobject they are on.
        //Destroy(m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);

        // Destroy the shell.
        Destroy(gameObject);
    }
 // Used to force a stalemate when a round has gone on too long.
 public void Kill()
 {
     m_Health.TakeDamage(Mathf.Infinity);
 }
    private void OnTriggerEnter(Collider other)
    {
        Debug.Log("JAI TRIGGER sur " + other.name);
        // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius);

        // Go through all the colliders...
        for (int i = 0; i < colliders.Length; i++)
        {
            //Debug.Log("JAI COLLIDE "+colliders[i].name);
            // ... and find their rigidbody.
            Rigidbody targetRigidbody = colliders[i].GetComponent <Rigidbody> ();
            Rigidbody parentTry       = colliders[i].GetComponentInParent <Rigidbody>();

            // Si le parent de l'element a pas de rigidbody c'est pas un bout du tank, donc on passe au suivant.
            if (!parentTry)
            {
                continue;
            }

            //Debug.Log("je trouve " + parentTry.name+" from "+colliders[i].name);
            //Si on trouve pas le tag tank, on a rien a faire donc on continue
            if (parentTry.tag != "Tank")
            {
                continue;
            }

            //Debug.Log("le tag tank fonctionne");
            PilotController scriptpilote = parentTry.GetComponent <PilotController>();
            //si y'a pas de script pilote on passe au collider suivant
            if (scriptpilote)
            {
                if (colliders[i].name.Contains("L_"))
                {
                    if (Random.Range(0, 10) == 0)
                    {
                        scriptpilote.DisableLeft();
                    }
                }
                if (colliders[i].name.Contains("R_"))
                {
                    if (Random.Range(0, 10) == 0)
                    {
                        scriptpilote.DisableRight();
                    }
                }
            }

            TankHealth targethealth = parentTry.GetComponent <TankHealth>();
            if (!targethealth)
            {
                continue;
            }

            //on met 5 dégats par partie du tank qu'on trouve, ce qui permet de scale les dégats
            targethealth.TakeDamage(5);
        }

        m_ExplosionParticles = Instantiate(ExplosionPrefab).GetComponent <ParticleSystem>();
        m_ExplosionParticles.transform.position = transform.position;
        m_ExplosionAudio = m_ExplosionParticles.GetComponent <AudioSource>();
        m_ExplosionParticles.Play();
        m_ExplosionAudio.Play();

        // Once the particles have finished, destroy the gameobject they are on.
        ParticleSystem.MainModule mainModule = m_ExplosionParticles.main;
        Destroy(m_ExplosionParticles.gameObject, mainModule.duration);
        // Destroy the shell.
        Destroy(gameObject);
    }