Game Development Reference
In-Depth Information
public function DisabledRigidBody() : void {
for (var r : Rigidbody in a_rigid) {
r.useGravity = false;
r.isKinematic = true;
}
}
We will use this Rocks script with our Break game object in the Rockslide to enable and
disable rigidbody of its children by seing the isKinematic to false or true .
Next, we will need another script to control the trigger area, which will trigger the
Rockslide falling down. Go back to Unity and go to Assets | Create | Javascript to create a
new script and name this new script TriggerArea , and replace the code as follows:
public var rocks : Rocks;
public function OnTriggerEnter(collider : Collider) : void {
if ((collider.transform.tag == "Player") && (rocks.GetTrigger() ==
false)) {
rocks.EnabledRigidbody();
rocks.SetTrigger(true);
}
}
The preceding code basically tells us that if the player enters the trigger area, we will enable
the rigidbody and make the rock fall down.
Go back to Unity and we will do the last step, which is ataching the script to the Rockslide
game object. Let's click on the Break game object inside Rockslide and drag the Rocks
script on it.
Then, we will click on the TriggerArea object inside Rockslide and drag the
TriggerArea script that we just created on it. Then, we will go to the TriggerArea
Inspector view and set the following:
F Trigger Area (Script) :
Rocks : Break (Drag Break game object, the child of the Rockslide object,
to the Hierarchy here)
 
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