internal void OnColliderIntersect(Physics.collision collision) { for (int i = 0; i < components.Count; i++) { components[i].OnCollision(collision); } }
public override void OnCollision(Physics.collision collision) { var m = gameObject.GetComp <MeshRenderer>().mesh; Console.WriteLine("daw"); //m.vertices.RemoveAt(0); //m.Apply(); }
public override void OnCollision(collision collision) { if (isSolid) { transform.position += collision.direction; } var f = collision.direction.normalized; //Console.WriteLine(f); motion = motion.reflect(f); }
public override bool Intersects(SphereCollider other, out collision?collision) { var dir = other.getWorldPos() - getWorldPos(); var dist = dir.length; var dirn = dir.normalized; var point = transform.position + dirn * radius; collision = null; if (dist - other.radius < radius) { collision = new collision(other, point, dirn * (dist - (radius + other.radius))); return(true); } return(false); }
// collision public virtual void OnCollision(Physics.collision collision) { }