Making the missile explode
======================================================================
var explosion : GameObject;
function OnCollisionEnter( collision : Collision )
{
var contact : ContactPoint = collision.contacts[0];
var rotation = Quaternion.FromToRotation( Vector3.up, contact.normal );
var instantiatedExplosion : GameObject = Instantiate(
explosion, contact.point, rotation );
Destroy( gameObject );
======================================================================
var explosion : GameObject;
function OnCollisionEnter( collision : Collision )
{
var contact : ContactPoint = collision.contacts[0];
var rotation = Quaternion.FromToRotation( Vector3.up, contact.normal );
var instantiatedExplosion : GameObject = Instantiate(
explosion, contact.point, rotation );
Destroy( gameObject );
}
========================================================================================================================================================
Finally,
we
want
to
make
the
missile
disappear
from
the
game
as
it
has
now
collided,
which
is
done
by
calling
the
Destroy()
function
with
gameObject
as
a
parameter
(gameObject
denotes
the
object
the
script
is
associated
with)
=====================================================================================================================================================
Add
the
code
into
the
Projectile
Javascript
and
save
it.
Attach
the
Projectile
Javascript
to
the
Missile
prefab
by
selecting
Component
>
Scripts
>
Projectile.
Now
we
have
to
create
the
explosion
that
we
want
to
occur
when ever
the
missile
col
lides.
First,
create
a
new
Prefab
(call
it
Explosion)
that
will
store
the
explosion
asset.
The
standard
assets
contain
a
nice
explosion
prefab
with
a
particle
system
and
a
light
around
the
explosion.
Drag
the
explosion
prefab
under
Standard
Assets/
Particles/explosion
into
the
Hierarchy
View.
Adjust
the
settings
on
the
explosion
until
you’re
happy
with
how
it
looks,
then
drag
the
Explosion
from
the
Hierarchy
view
on to
the
Explosion
Prefab
in
the
Project
panel.
Now
we
can
assign
the
explosion
to
the
missile:
Ensuring
that
Missile
prefab
is
selected,
fill
in
the
Explosion
variable
by
dragging
the
Explosion
object
in
the
Project
panel
onto
the
Missile’s
Explosion
variable
in
the
Inspector
panel
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