Game Development Reference
In-Depth Information
GameObject.Instantiate(explosionParticle,
contactPoint.point, rotation);
var position : Vector3 = transform.position;
var hits : Collider[] =
Physics.OverlapSphere(position, explosionRadius);
for (var c : Collider in hits) {
if (c.tag == "Destructible") {
var r : Rigidbody = c.rigidbody;
if (r != null) {
r.isKinematic = false;
r.AddExplosionForce(explosionForce, position,
explosionRadius);
}
}
}
KillObject();
}
// C# user:
void OnCollisionEnter (Collision others) {
ContactPoint contactPoint = others.contacts[0];
Quaternion rotation = Quaternion.Euler(Vector3.up);
GameObject.Instantiate(explosionParticle,
contactPoint.point, rotation);
Vector3 position = transform.position;
Collider[] hits = Physics.OverlapSphere(position,
explosionRadius);
foreach (Collider c in hits) {
if (c.tag == "Destructible") {
Rigidbody r = c.rigidbody;
if (r != null) {
r.isKinematic = false;
r.AddExplosionForce(explosionForce, position,
explosionRadius);
}
}
}
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