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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| 
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| namespace EpicToonFX
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| {
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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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| 
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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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| 
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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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| 
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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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| 	
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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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| } |