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- import UnityEngine
- class asteroidSetup (MonoBehaviour):
- public motionScale = 5.0
- public health = 100
- public poofEffect as ParticleEmitter
- public tier = 2
- private mySphere as SphereCollider
- def Start ():
- rigidbody.AddForce(Random.value * motionScale, Random.value * motionScale, Random.value * motionScale)
- rigidbody.AddTorque(Random.value * motionScale, Random.value * motionScale, Random.value * motionScale)
- def Update ():
- if (health <= 0):
- Instantiate(poofEffect, transform.position, Quaternion.identity)
- if tier > 0:
- mySphere = GetComponent[of SphereCollider]()
- child1 = Instantiate(gameObject, transform.position + (Random.onUnitSphere * mySphere.radius), Quaternion.identity)
- child1.transform.localScale = transform.localScale * 0.5
- child1.rigidbody.mass = rigidbody.mass * 0.5
- child1Script = GetComponent[of asteroidSetup]()
- child1Script.tier = tier - 1
- child2 = Instantiate(gameObject, transform.position + (Random.onUnitSphere * mySphere.radius), Quaternion.identity)
- child2.transform.localScale = transform.localScale * 0.5
- child2.rigidbody.mass = rigidbody.mass * 0.5
- child2Script = GetComponent[of asteroidSetup]()
- child2Script.tier = tier - 1
- Destroy(gameObject)
- def OnCollisionEnter(collision as Collision):
- poofEffect.worldVelocity = rigidbody.velocity
- for contact in collision.contacts:
- Instantiate(poofEffect, contact.point, Quaternion.identity)
- Debug.Log(collision.relativeVelocity.magnitude)
- health -= collision.relativeVelocity.magnitude
- Debug.Log(health)
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