[TASK] Spawn collectable ducks on the map when in range
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65
Assets/MagicArsenal/Demo/Scripts/MagicProjectileScript.cs
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65
Assets/MagicArsenal/Demo/Scripts/MagicProjectileScript.cs
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using UnityEngine;
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using System.Collections;
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public class MagicProjectileScript : MonoBehaviour
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{
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public GameObject impactParticle;
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public GameObject projectileParticle;
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public GameObject muzzleParticle;
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public GameObject[] trailParticles;
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[HideInInspector]
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public Vector3 impactNormal; //Used to rotate impactparticle.
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private bool hasCollided = false;
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void Start()
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{
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projectileParticle = Instantiate(projectileParticle, transform.position, transform.rotation) as GameObject;
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projectileParticle.transform.parent = transform;
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if (muzzleParticle){
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muzzleParticle = Instantiate(muzzleParticle, transform.position, transform.rotation) as GameObject;
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Destroy(muzzleParticle, 1.5f); // Lifetime of muzzle effect.
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}
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}
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void OnCollisionEnter(Collision hit)
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{
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if (!hasCollided)
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{
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hasCollided = true;
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//transform.DetachChildren();
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impactParticle = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, impactNormal)) as GameObject;
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//Debug.DrawRay(hit.contacts[0].point, hit.contacts[0].normal * 1, Color.yellow);
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if (hit.gameObject.tag == "Destructible") // Projectile will destroy objects tagged as Destructible
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{
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Destroy(hit.gameObject);
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}
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//yield WaitForSeconds (0.05);
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foreach (GameObject trail in trailParticles)
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{
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GameObject curTrail = transform.Find(projectileParticle.name + "/" + trail.name).gameObject;
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curTrail.transform.parent = null;
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Destroy(curTrail, 3f);
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}
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Destroy(projectileParticle, 3f);
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Destroy(impactParticle, 5f);
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Destroy(gameObject);
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//projectileParticle.Stop();
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ParticleSystem[] trails = GetComponentsInChildren<ParticleSystem>();
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//Component at [0] is that of the parent i.e. this object (if there is any)
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for (int i = 1; i < trails.Length; i++)
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{
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ParticleSystem trail = trails[i];
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if (!trail.gameObject.name.Contains("Trail"))
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continue;
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trail.transform.SetParent(null);
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Destroy(trail.gameObject, 2);
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}
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}
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}
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}
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