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CrowdControl/Assets/Epic Toon FX/Demo/Scripts/ETFXTarget.cs

52 lines
1.5 KiB
C#

3 months ago
using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXTarget : MonoBehaviour
{
[Header("Effect shown on target hit")]
public GameObject hitParticle;
[Header("Effect shown on target respawn")]
public GameObject respawnParticle;
private Renderer targetRenderer;
private Collider targetCollider;
void Start()
{
targetRenderer = GetComponent<Renderer>();
targetCollider = GetComponent<Collider>();
}
void SpawnTarget()
{
targetRenderer.enabled = true; //Shows the target
targetCollider.enabled = true; //Enables the collider
GameObject respawnEffect = Instantiate(respawnParticle, transform.position, transform.rotation) as GameObject; //Spawns attached respawn effect
Destroy(respawnEffect, 3.5f); //Removes attached respawn effect after x seconds
}
void OnTriggerEnter(Collider col)
{
if (col.tag == "Missile") // If collider is tagged as missile
{
if (hitParticle)
{
//Debug.Log("Target hit!");
GameObject destructibleEffect = Instantiate(hitParticle, transform.position, transform.rotation) as GameObject; // Spawns attached hit effect
Destroy(destructibleEffect, 2f); // Removes hit effect after x seconds
targetRenderer.enabled = false; // Hides the target
targetCollider.enabled = false; // Disables target collider
StartCoroutine(Respawn()); // Sets timer for respawning the target
}
}
}
IEnumerator Respawn()
{
yield return new WaitForSeconds(3);
SpawnTarget();
}
}
}