using System.Collections; using System.Collections.Generic; using UnityEngine; public class BombEffect : MonoBehaviour { public Rigidbody rigi; //private void OnCollisionEnter(Collision collision) //{ // if (collision.gameObject.CompareTag("Bomb") || collision.gameObject.CompareTag("DropItem")) // { // Debug.LogWarning($"OnTriggerEnter : {collision.gameObject.name} -> {gameObject.name}"); // if (KNOCKBACK) // KnockBack(-(collision.transform.position - transform.position).normalized); // else if (DESTROY) // Destroy(); // } //} private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Bomb") || other.gameObject.CompareTag("DropItem")) { //Debug.LogWarning($"OnTriggerEnter : {other.gameObject.name} -> {gameObject.name}"); if (KNOCKBACK) KnockBack(-(other.transform.position - transform.position).normalized); else if (DESTROY) Destroy(); } } [Space(5)] public bool KNOCKBACK = false; public float knockBack = 0.5f; void KnockBack(Vector3 dir) { dir.y = 0; rigi.velocity = dir * knockBack; } [Space(10)] public bool DESTROY = false; public GameObject prefabDestroy; void Destroy() { if(prefabDestroy != null) EventManager.Instance.Invoke("PrefabCreate", new EventManager.ObjectCreate(prefabDestroy, null, Vector3.one, transform.position)); gameObject.SetActive(false); } }