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