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Collision for bullet

This commit is contained in:
Saibotk 2018-04-22 23:59:13 +02:00
parent 6a2c9787e7
commit 788d87452d
2 changed files with 38 additions and 8 deletions

View file

@ -19,9 +19,10 @@ GameObject:
serializedVersion: 5
m_Component:
- component: {fileID: 4781595464190240}
- component: {fileID: 58664560518688016}
- component: {fileID: 212185122411066660}
- component: {fileID: 114075590146335024}
- component: {fileID: 61667207399653724}
- component: {fileID: 50031891945467640}
m_Layer: 0
m_Name: Bullet
m_TagString: Untagged
@ -42,8 +43,28 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!58 &58664560518688016
CircleCollider2D:
--- !u!50 &50031891945467640
Rigidbody2D:
serializedVersion: 4
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1379543051791382}
m_BodyType: 0
m_Simulated: 1
m_UseFullKinematicContacts: 0
m_UseAutoMass: 0
m_Mass: 1
m_LinearDrag: 0
m_AngularDrag: 0.05
m_GravityScale: 1
m_Material: {fileID: 0}
m_Interpolate: 0
m_SleepingMode: 1
m_CollisionDetection: 0
m_Constraints: 0
--- !u!61 &61667207399653724
BoxCollider2D:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
@ -54,9 +75,19 @@ CircleCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: -0.0030702911, y: 0.0782015}
m_Offset: {x: -0.0035692453, y: 0.022604823}
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5}
oldSize: {x: 1, y: 1}
newSize: {x: 10, y: 10}
adaptiveTilingThreshold: 0.5
drawMode: 0
adaptiveTiling: 0
m_AutoTiling: 0
serializedVersion: 2
m_Radius: 0.05788156
m_Size: {x: 0.12197816, y: 0.23143363}
m_EdgeRadius: 0
--- !u!114 &114075590146335024
MonoBehaviour:
m_ObjectHideFlags: 1

View file

@ -26,15 +26,14 @@ public class Bullet : MonoBehaviour {
void Update () {
if ( owner == null )
return;
transform.position = transform.position + transform.localRotation * Vector3.up * speed * Time.deltaTime;
transform.position = transform.position + transform.localRotation * Vector3.up * speed * Time.deltaTime; // TODO do with physics (rigidbody)
}
void OnCollisionEnter2D(Collision2D collision) {
if ( owner == null )
return;
Debug.Log("Collided");
if ( collision.collider.gameObject.tag != owner.tag ) {
Debug.Log("calc");
Mob m = collision.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
if (m != null) {
m.InflictDamage(damage);