private void OnCollisionExit(Collision col) { if (col.gameObject.tag == "Player") { col.gameObject.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation; } }
private IEnumerator OnCollisionEnter(Collision col) { if (enabled) { if (col.contacts.Length > 0) { // compare relative velocity to collision normal - so we don't explode from a fast but gentle glancing collision float velocityAlongCollisionNormal = Vector3.Project(col.relativeVelocity, col.contacts[0].normal).magnitude; if (velocityAlongCollisionNormal > detonationImpactVelocity || exploded) { if (!exploded) { Instantiate(explosionPrefab, col.contacts[0].point, Quaternion.LookRotation(col.contacts[0].normal)); exploded = true; SendMessage("Immobilize"); if (reset) { GetComponent<ObjectResetter>().DelayedReset(resetTimeDelay); } } } } } yield return null; }
// Re-enable fixed time step smoothing on the characters that exited this platform void OnCollisionExit(Collision collision) { if (collision.gameObject.layer == characterLayer) { CharacterThirdPerson c = collision.gameObject.GetComponent<CharacterThirdPerson>(); if (c == null) return; c.smoothPhysics = true; } }
void OnCollisionStay(Collision aCollision) { if(m_Character != null) { m_Character.OnCollisionStay(aCollision); } }
void OnCollisionEnter (Collision collision) { if (TargetValidator != null && !TargetValidator.Test (collision.gameObject)) return; BoolValue = true; }
void OnCollisionEnter(Collision collision) { Rigidbody r = collision.collider.attachedRigidbody; // hit floor if (r == null) { StartDisableTimer(); return; } bool topBottom = false; Vector3 projectedUp = Vector3.Project(transform.up, Vector3.up); topBottom = projectedUp.y < 0; // hit pan if (((1 << collision.collider.gameObject.layer) & PanMask.value) > 0) { IsOnPan = true; CookSide(topBottom); } // hit plate else if (((1 << collision.collider.gameObject.layer) & PlateMask.value) > 0) { IsOnPlate = true; Dispenser.PanConstraints.LockedObjects.Remove(transform); } // hit pancake else if (((1 << collision.collider.gameObject.layer) & PancakeMask.value) > 0) { PancakeCookedDetector otherPancake = r.GetComponent<PancakeCookedDetector>(); if (otherPancake.IsOnPan) { CookSide(topBottom); } } }
private void OnCollisionEnter(Collision collision) { if (inFlight) { ResetArrow(); } }
private void OnCollisionStay(Collision coll) { if (player.Onesie.type == OnesieType.Hamster) rb.isKinematic = false; else rb.isKinematic = true; }
void OnCollisionStay(Collision collision) { if (collision.gameObject && collision.gameObject.tag == "Hero") { eventCollistionStayHero(this, collision.gameObject.GetComponent<Hero>()); } }
/// <summary> /// Raises the collision enter event. /// </summary> /// <param name="other">Other.</param> void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "Obstacle") { //explode vehicle GameObject fragments = (GameObject)Instantiate(this.VehicleFragments, this.Vehicle.transform.position,this.Vehicle.transform.rotation); fragments.GetComponent<VehicleExplosion>().Explode(vehicleController.MoveDirection); Destroy(this.Vehicle); //deactivate thrusters vehicleController.LeftThruster.gameObject.SetActive(false); vehicleController.RightThruster.gameObject.SetActive(false); vehicleSound.PassBySound.Stop(); Music.Stop(); this.audio.Play(); //vehicleExplosion.Play(); Gameplay.World.WorldSpawnManager.Instance.GameRunning = false; guiReplay.StartMenuReplay(); //Vector3 posRacer = gameObject.transform.position+new Vector3(0,0,-13.5f); //Object exp = Instantiate(explosion, posRacer, Quaternion.identity); //Object flames = Instantiate(fire, posRacer, Quaternion.identity); Debug.Log ("Collision bla with " + other.gameObject.name); } }
void OnCollisionEnter(Collision other) { if (target_ == null && IsHand(other)) { target_ = other.gameObject; } }
void OnCollisionEnter(Collision coll) { if(coll.collider.tag == "Player" && !Pressed && !done) { Press(); } }
public override void DoCollisionEnter(Collision collisionInfo) { if (runFsm.HandleCollisionEnter) { runFsm.OnCollisionEnter(collisionInfo); } }
public override void OnCollisionExit(Collision collision) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) { collidedGameObject.Value = collision.gameObject; exitedCollision = true; } }
void OnCollisionEnter(Collision collision) { pon = collision.gameObject.GetComponent<IAPon>(); if(pon != null) pon.Damage(damage); }
void OnCollisionEnter(Collision col) { if (col.gameObject.tag.Equals(tagType)) { Destroy(col.gameObject); Destroy(gameObject); } }
public CollisionNodeInfo(CollisionNodeToggler hitNode, Collider colliderObj, Collision collisionObj, ControllerColliderHit cchit) { this.hitNode = hitNode; collider = colliderObj; collision = collisionObj; controllerColliderHit = cchit; }
void OnCollisionEnter(Collision col) { var weHit = col.gameObject; if(weHit.tag.Equals("Pickupable")) { weHit.transform.position = new Vector3(weHit.transform.position.x, 100, weHit.transform.position.z); } }
private void OnCollisionEnter(Collision col) { AsyncFractureResult[] results = new AsyncFractureResult[Explosives.Length]; for (int i = 0; i < Explosives.Length; i++) { if (Explosives[i] != null && Explosives[i].gameObject.activeSelf) { results[i] = Explosives[i].Fracture(); } } for (int i = 0; i < results.Length; i++) { if (results[i] != null) { while (!results[i].IsComplete) { #if !UNITY_METRO || UNITY_EDITOR Thread.Sleep(1); #endif } Explode(results[i].PiecesRoot, results[i].EntireMeshBounds); } } }
void OnCollisionEnter(Collision collision) { Utils.Log("Collision detected with {0}", collision.gameObject.name); Utils.Log("Collider is {0}", collision.collider); foreach(ContactPoint c in collision.contacts) { Utils.Log("Contact point: this collider {0}; other collider {1}", c.thisCollider, c.otherCollider); Utils.Log("other collider tag: {0}", c.otherCollider.tag); Utils.Log("Other pmat: bounce {0}, dynFric {1}, statFric {2}", c.otherCollider.material.bounciness, c.otherCollider.material.dynamicFriction, c.otherCollider.material.staticFriction); Utils.Log("Other pmat: bounce-comb {0}, Fric-comb {1}, dynFric2 {2}, statFric2 {3}, FricDir2 {4}", c.otherCollider.material.bounceCombine, c.otherCollider.material.frictionCombine, c.otherCollider.material.dynamicFriction2, c.otherCollider.material.staticFriction2, c.otherCollider.material.frictionDirection2); foreach(Wheel w in wheels) { Utils.Log("Wheel {0}", w.wheelName); Utils.Log("forwardFriction.stiffness {0}, sidewaysFriction.stiffness {1}", w.whCollider.forwardFriction.stiffness, w.whCollider.sidewaysFriction.stiffness); Utils.Log("forwardFriction.asymptote {0}, sidewaysFriction.asymptote {1}", w.whCollider.forwardFriction.asymptoteValue, w.whCollider.sidewaysFriction.asymptoteValue); Utils.Log("forwardFriction.a-slip {0}, sidewaysFriction.a-slip {1}", w.whCollider.forwardFriction.asymptoteSlip, w.whCollider.sidewaysFriction.asymptoteSlip); Utils.Log("forwardFriction.extremum {0}, sidewaysFriction.extremum {1}", w.whCollider.forwardFriction.extremumValue, w.whCollider.sidewaysFriction.extremumValue); Utils.Log("forwardFriction.e-slip {0}, sidewaysFriction.e-slip {1}", w.whCollider.forwardFriction.extremumSlip, w.whCollider.sidewaysFriction.extremumSlip); } } }
public override void OnCollisionEnter(Collision col) { var newCollisionType = ballController.GetCollisionType (col); switch (lastCollision) { case BallController.COLLISION_TYPE.OWN_OBJECT: // skoro uderzylismy w nasza kule, nie robimy penaty break; case BallController.COLLISION_TYPE.OTHER_OBJECT: // break; case BallController.COLLISION_TYPE.NONE: // nie było jeszcze kolizji switch (newCollisionType) { case BallController.COLLISION_TYPE.OWN_OBJECT: // wszystko jest ok, kolizja w naszą kulę jest wskazana break; case BallController.COLLISION_TYPE.OTHER_OBJECT: ChangeState (new PenaltyState (PenaltyState.PENALTY_TYPE.BIG, col)); break; } break; } lastCollision = newCollisionType; }
static public int get_rigidbody(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.Collision self = (UnityEngine.Collision)checkSelf(l); pushValue(l, true); pushValue(l, self.rigidbody); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
protected override void OnCollionEnter(Collision col) { var other = col.gameObject; IHealth health = other.GetComponentInterface<IHealth>(); if (health != null) health.Health -= m_damage; }
void OnCollisionEnter(Collision col) { if (col.gameObject.tag == EnergyTags.EnergyNode) { } }
protected void OnCollisionStay(Collision other) { if (other.collider.CompareTag(this.targetTag)) { var health = other.collider.GetComponent<Health>(); health.AddHealth(-this.damage); } }
void OnCollisionExit(Collision other) { if (isValid(other.gameObject)) { other.gameObject.GetComponent<Damageable>().ExitHit(m_Damage); } }
void OnCollisionEnter(Collision col) { if (col.gameObject == destroyGoal) { Destroy(gameObject); } }
private void OnCollisionEnter(Collision col) { if (col.contacts.Length > 0) { _impactBody = col.rigidbody; _impactMass = (col.rigidbody != null) ? col.rigidbody.mass : 1.0f; _impactVelocity = col.relativeVelocity; Rigidbody rb = GetComponent<Rigidbody>(); if (rb != null) { // Always have the impact velocity point in our moving direction _impactVelocity *= Mathf.Sign(Vector3.Dot(rb.velocity, _impactVelocity)); } float mag = _impactVelocity.magnitude; Vector3 force = 0.5f * _impactMass * _impactVelocity * mag; if ((ForceThreshold * ForceThreshold) <= force.sqrMagnitude) { _impactPoint = Vector3.zero; for (int i = 0; i < col.contacts.Length; i++) { _impactPoint += col.contacts[i].point; } _impactPoint *= 1.0f / col.contacts.Length; Vector3 localPoint = transform.worldToLocalMatrix.MultiplyPoint(_impactPoint); GetComponent<FractureGeometry>().Fracture(localPoint); } } }
void OnCollisionEnter(Collision collision) { if(!IsColliderABallWithMatchingColour(collision)) return; RecordHit(collision); }
public override void DoCollisionStay(Collision collisionInfo) { if (this.runFsm.HandleCollisionStay) { this.runFsm.OnCollisionStay(collisionInfo); } }
public override void DoCollisionExit(Collision collisionInfo) { if (this.runFsm.HandleCollisionExit) { this.runFsm.OnCollisionExit(collisionInfo); } }
private void OnCollisionEnter(UnityEngine.Collision collision) { GameObject go = collision.gameObject; if (go.CompareTag("chest")) { Destroy(this.gameObject); } }
void OnCollisionEnter(UnityEngine.Collision collisionInfo) { if (collisionInfo.collider.tag == "Obstacle") { GetComponent<Movement>().enabled = false; Debug.Log(collisionInfo.collider.name); FindObjectOfType<GameManager>().EndGame(); } }
public Collision_info( string name, UnityEngine.Collision collision, GameObject game_object, float slope_angle = 0f) { this.name = name; this.collision = collision; this.game_object = game_object; this.slope_angle = slope_angle; }
void OnCollisionEnter(UnityEngine.Collision collision1) { if (collision1.collider.tag == "Obstacle") { aa.PlayOneShot(aUDIO, 10); movement.enabled = false; FindObjectOfType <GameManager>().EndGame(); } }
void OnCollisionEnter(UnityEngine.Collision collision) { Debug.Log("Weszlo do procedury"); if ((collision.gameObject.tag == "Object") || (collision.gameObject.tag == "Powerup")) { Debug.Log("Weszlo do ifa"); Destroy(collision.gameObject); } }
void OnCollisionEnter(UnityEngine.Collision col) { //Check for a match with the specified name on any GameObject that collides with your GameObject if (col.gameObject.name == "Player2") { //Destroy(); effect.Play(); } }
// detect collision void OnCollisionEnter(UnityEngine.Collision collisionInfo) { // if hit an obstacle if (collisionInfo.gameObject.tag == "Obstacle") { // knock them off the course movement.knockOff(); } }
//Gestion collisions private void OnCollisionEnter(UnityEngine.Collision collision) { if (collision.gameObject.tag == "wall") { this.inWall = true; //this.Ready = false; //this.IsDashing = false; } }
private void OnCollisionEnter(UnityEngine.Collision collision) { // Debug.Log(collision.gameObject.name); if (collision.gameObject.name == "Player" && tocke >= 9) { //Debug.Log("COLLISION"); Destroy(gameObject); } }
void OnCollisionEnter(UnityEngine.Collision other) { if (other.gameObject.tag == "egg") { _gameManager.collectedEggs++; _gameManager.cash += 0.5f; Destroy(other.gameObject); } }
public void OnCollisionEnter(UnityEngine.Collision Obstacle) { if (Obstacle.gameObject.name == "Player") { //bool boll = true; FindObjectOfType <GameManager>().EndGame(); } }
private void OnCollisionEnter(UnityEngine.Collision collision) { if (collision.other.tag == "StandardClashObject") { GetComponent <Walking>().Stunned = true; StunCounter = StunDuration; collision.other.tag = "InactiveObject"; } }
// destorys itself if it hits a something that isn't the player private void OnCollisionEnter(UnityEngine.Collision collision) { if (collision.gameObject.tag != "Player") { if (collision.gameObject.tag != this.gameObject.tag) { Destroy(this.gameObject); } } }
public void OnCollisionEnter(UnityEngine.Collision collision) { if (collision.gameObject.tag == "P1") { rend.sharedMaterial = material; d = true; anim.enabled = true; //Debug.Log("Hit!"); } }
void OnCollisionEnter(UnityEngine.Collision collision) { if (GameObject.FindGameObjectWithTag("Player").GetComponent <Collider>() == collision.collider) { if (gameObject.GetComponent <Animator>() != null) { Destroy(gameObject.GetComponent <Animator>()); } } }
private void OnCollisionEnter(UnityEngine.Collision collision) { print("OnCollisionEnter" + collision.gameObject.name); Object _obj = gameObject; if (collision.gameObject.name == "Sphere(Clone)") { Destroy(_obj); } }
public void OnCollisionEnter(UnityEngine.Collision collisionInfo) { if (collisionInfo.gameObject.tag == "Enemy") { // Two ways to do this first one is commented // movement.enabled = false; GetComponent <playerMovement>().enabled = false; FindObjectOfType <GameManager>().Endgame(); } }
private void OnCollisionEnter(UnityEngine.Collision collision) { if (collision.gameObject.layer == 11) { float distancia = Vector3.Distance(collision.gameObject.GetComponent <PlayerBehaviour>().transform.position, this.origem); this.CalcularDano(distancia); collision.gameObject.GetComponent <PlayerBehaviour>().LevaDano(this.dano); Destroy(this.gameObject); } }
private float[] getCollisionData(UnityEngine.Collision col) { float[] collisionData = new float[2]; Vector3 colVec = col.contacts[0].point; collisionData[0] = colVec.z; collisionData[1] = colVec.x; //Debug.Log(colVec.x); return(collisionData); }
protected void CheckAngleOnExit(UnityEngine.Collision other) { if (PhysicsTools.IsLayerInMask(LayersToCheck, other.gameObject.layer)) { if (currentCollisions.Contains(other.gameObject)) { currentCollisions.Remove(other.gameObject); } } }
void OnCollisionEnter(UnityEngine.Collision other) { if (other.gameObject.CompareTag("intercom")) { hit = true; Debug.Log("kwoongus"); StartCoroutine(Toggle()); //flowchart.SetBooleanVariable ("hit", true); } }
void OnCollisionExit(UnityEngine.Collision collision) { // Obje Ground tag'li objeyle teması kestiyse; if (collision.gameObject.CompareTag("Ground")) { // Havadayız onAir = true; isGrounded = false; } }
void OnCollisionEnter(UE.Collision collisionInfo) { // for (var index = 0; index < collisionInfo.contactCount; index++) // { // var contact = collisionInfo.contacts[index]; // Debug.DrawRay(contact.point, contact.normal * 1.5f, Color.red, 0.1f); // // Debug.Log(name + " |Enter| " + "," + contact.point + ", " + contact.separation.ToString("F5")); // } // Debug.Log(name + " |Enter| " + collisionInfo.gameObject.name); }
private void OnCollisionEnter(UnityEngine.Collision collision) { if (!cube) { return; } cube.GetComponent <Destruction>().Createcube.Invoke(); StartCoroutine(ExampleCoroutine()); collision.gameObject.GetComponent <Rigidbody>().AddForce(transform.up * 200, ForceMode.Impulse); }
private void OnCollisionEnter(UnityEngine.Collision collision) { if (collision.gameObject == floor) { dust.transform.position = new Vector3(gameObject.transform.position.x, 0.1f, gameObject.transform.position.z); planks.transform.position = new Vector3(gameObject.transform.position.x, 0.1f, gameObject.transform.position.z); scroll.transform.position = new Vector3(gameObject.transform.position.x, 0.1f, gameObject.transform.position.z); activate("true"); GameObject.Find("LocalGameSystem").GetComponent <UNETSyncObjects>().add(gameObject, ToDo.destroy, "true"); } }
// Yerde olup olmadığımızı kontrol etmek için Collision Enter-Exit yapısı kullanıyoruz. void OnCollisionEnter(UnityEngine.Collision collision) { // Eğer objemiz bir başka objeyle çarpıştığında bu objenin tag'i ground ise; if (collision.gameObject.CompareTag("Ground")) { // Artık havada değiliz. onAir = false; // Yerdeyiz. isGrounded = true; } }
private void OnCollisionEnter(UnityEngine.Collision collisionInfo) { if (collisionInfo.collider.tag == "Wall") { usingtime = false; } if (collisionInfo.collider.tag == "WinLevel") { usingtime = false; } }
protected void CheckAngleOnEnter(UnityEngine.Collision other) { if (PhysicsTools.IsLayerInMask(LayersToCheck, other.gameObject.layer)) { float angle = Vector3.Angle(Vector3.up, other.contacts[0].normal); if (angle <= MaxAngle && !currentCollisions.Contains(other.gameObject)) { currentCollisions.Add(other.gameObject); } } }
private void OnCollisionEnter(UnityEngine.Collision collision) { if (!exlosionPlayed1 && izstreljen && collision.collider.tag == "Ovira") { Destroy(gameObject, secToDestroy); AudioManager.playExplosion(); exlosionPlayed1 = true; Explode(); Debug.Log("Torpedo Explodiru"); } }