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SquashHuman.cs
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SquashHuman.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SquashHuman : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
bool canSquash = true;
private void OnCollisionEnter(Collision collision)
{
if (collision.collider.GetComponent<HumanController>() != null && canSquash)
{
collision.collider.GetComponent<HumanController>().Explode();
GetComponent<AudioSource>().PlayOneShot(GameController.instance.buildingSquash);
}
else if (collision.collider.transform.root.GetComponent<GameController>() != null && GameController.instance.gameManager.currentTime._time > new TimeManager.YearMonth(0, 1))
{
canSquash = false;
transform.parent.GetComponent<BuildingController>().Respawn();
GetComponentInParent<AudioSource>().PlayOneShot(GameController.instance.buildingDrop);
foreach (Human h in GameController.instance.gameManager.humanManager.humans)
{
h._age._go.GetComponent<HumanController>().SetLastPositionForTombstone(true);
}
}
else if (collision.collider.transform.root.GetComponent<GameController>() != null)
{
canSquash = false;
}
}
}