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MeshCollideExplode.cs
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MeshCollideExplode.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshCollideExplode : MonoBehaviour
{
public float minForce;
public float maxForce;
public float Radius;
private void OnCollisionEnter(Collision collision)
{
if (collision.transform.tag != "Terrain" && collision.transform.tag != "Enemy")
{
Rigidbody rb = transform.GetComponent<Rigidbody>();
if (rb != null)
{
rb.isKinematic = false;
rb.AddExplosionForce(Random.Range(minForce, maxForce), transform.position, Radius, 4);
}
Destroy(transform.gameObject, 4);
}
}
//private void OnTriggerEnter(Collider other)
//{
// if (other.tag != "Terrain" && other.tag != "Enemy")
// {
// Rigidbody rb = transform.GetComponent<Rigidbody>();
// if (rb != null)
// {
// rb.isKinematic = false;
// rb.AddExplosionForce(Random.Range(minForce, maxForce), transform.position, Radius, 2);
// }
// foreach (Transform t in transform)
// {
// Rigidbody rbchild = transform.GetComponent<Rigidbody>();
// if (rbchild != null)
// {
// rbchild.isKinematic = false;
// rbchild.AddExplosionForce(Random.Range(minForce, maxForce), transform.position, Radius, 2);
// }
// }
// Destroy(transform.gameObject, 4);
// }
//}
}