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- import UnityEngine
- class asteroidSetup (MonoBehaviour):
- public motionScale = 5
- public health = 100
- public poofEffect as ParticleEmitter
- public tier = 2
- public child as GameObject
- 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():
- Debug.Log("Tier: $tier")
- Debug.Log("Health: $health")
- if (health <= 0):
- Instantiate(poofEffect, transform.position, Quaternion.identity)
- Destroy(gameObject)
- if (tier > 0):
- child1 = Instantiate(child,
- transform.position + (Random.onUnitSphere * GetComponent[of SphereCollider]().radius),
- Quaternion.identity)
- child1.transform.localScale = transform.localScale * 0.5
- child1.rigidbody.mass = rigidbody.mass * 0.5
- child1.rigidbody.AddRelativeForce(rigidbody.velocity * motionScale)
- child1Script = GetComponent[of asteroidSetup]()
- child1Script.tier = tier - 1
- child2 = Instantiate(child,
- transform.position + (Random.onUnitSphere * GetComponent[of SphereCollider]().radius),
- Quaternion.identity)
- child2.transform.localScale = transform.localScale * 0.5
- child2.rigidbody.mass = rigidbody.mass * 0.5
- child2.rigidbody.AddRelativeForce(rigidbody.velocity * motionScale)
- child2Script = GetComponent[of asteroidSetup]()
- child2Script.tier = tier - 1
- def OnCollisionEnter(collision as Collision):
- poofEffect.worldVelocity = rigidbody.velocity
- for contact in collision.contacts:
- Instantiate(poofEffect, contact.point, Quaternion.identity)
- health -= collision.relativeVelocity.magnitude
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