private float MaxVelocity(VertexObject vertex) { var _XmeshDisplacement = vertex.GetComponent <Rigidbody>().velocity.x; var _YmeshDisplacement = vertex.GetComponent <Rigidbody>().velocity.y; var _ZmeshDisplacement = vertex.GetComponent <Rigidbody>().velocity.z; var maxValue = Mathf.Max(_XmeshDisplacement, _YmeshDisplacement, _ZmeshDisplacement) * 1000; //Debug.Log(maxValue); return(maxValue); }
void OnParticleCollision(GameObject other) { int numCollisionEvents = GetComponent <ParticleSystem>().GetCollisionEvents(other, _collisionEvents); Rigidbody rb = other.GetComponent <Rigidbody>(); VertexObject vertexobject = other.GetComponent <VertexObject>(); int i = 0; while (i < numCollisionEvents) { Vector3 pos = _collisionEvents[i].intersection; Instantiate(_sunHitPoint, pos, Quaternion.identity, this.transform); vertexobject.SunCollisions++; i++; } }