Graphics Reference
In-Depth Information
void OnCollisionEnter(Collision collider)
{
// MAKE SURE that weapons don't have colliders
// if you are using primitives, only use a single collider
// on the same gameobject which has this script on
// when something collides with our ship, we check its layer
// to see if it is on 11 which is our projectiles
// (Note: remember when you add projectiles set the layer
// correctly!)
if(isAIControlled)
{
if(collider.gameObject.layer==9 && !isRespawning &&
!isInvulnerable)
{
Hit();
}
} else {
if(collider.gameObject.layer==17 && !isRespawning &&
!isInvulnerable)
{
Hit();
}
}
}
public void OnTriggerEnter( Collider other )
{
int objLayerMask = (1 << other.gameObject.layer);
if ((respawnLayerMask.value & objLayerMask) > 0)
{
Respawn();
}
}
void Hit()
{
// reduce lives by one
myDataManager.ReduceHealth(1);
if(myDataManager.GetHealth()<1) // <- destroyed
{
isRespawning=true;
// blow up!
myBody.AddExplosionForce(myBody.mass * 2000f,
myBody.position, 100);
myBody.angularVelocity=new Vector3( Random.Range
(-100,100), Random.Range (-100,100), Random.Range
(-100,100) );
// tell game controller to do a nice big explosion
GameController_MVD.Instance.PlayerBigHit(myTransform );
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