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