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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class WaterController : MonoBehaviour {
-
- #region Unity Functions
- // Use this for initialization
- void Start() {
-
- }
-
- // Update is called once per frame
- void Update() {
-
- }
- #endregion Unity Fucntions
-
-
- #region Interaction Functions
-
- /// <summary>
- /// Pushes any objects in water away from this point
- /// </summary>
- /// <param name="point"> point where water is createds</param>
- /// <param name="radius"> radius of effected object</param>
- /// <param name="power"> power with chich the objects are pushed</param>
- public void CreateWave(Vector3 point, float radius, float power){
-
- //find all colliders within the wave distance
- Collider[] colliders = Physics.OverlapSphere(point, radius);
- foreach (Collider hit in colliders) {
- Rigidbody rb = hit.GetComponent<Rigidbody>();
-
- if (rb != null)
- rb.AddExplosionForce(power, point, radius, 0.0f);
- }
-
-
- #endregion Interaction Functions
-
- }
-
- #region Collision Functions
- void OnTriggerEnter(Collider other) {
- //calls appropriate function if the object should interact with the water on enter
- WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
- if (waterInteraction != null) {
- waterInteraction.OnWaterEnter();
- }
-
- }
-
- void OnTriggerStay(Collider other) {
-
- //calls appropriate function if the object should interact with the water on stay
- WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
- if (waterInteraction != null) {
- waterInteraction.OnWaterStay();
- }
-
- }
-
- void OnTriggerExit(Collider other) {
- //calls appropriate function if the object should interact with the water on exit
- WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
- if (waterInteraction != null) {
- waterInteraction.OnWaterExit();
- }
-
- }
- #endregion Collision Functions
-
-
- }
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