using System.Collections; using System.Collections.Generic; using GameKitController.Audio; using UnityEngine; public class laserMine : projectileSystem { [Header ("Main Settings")] [Space] public GameObject laserBeam; public bool disableByTime; public float timeToDisable; public bool infiniteEnergy; public int numberOfContactsToDisable; int currentNumberOfContacts; public void increaseNumberOfContacts () { if (!infiniteEnergy) { currentNumberOfContacts++; if (currentNumberOfContacts >= numberOfContactsToDisable) { disableBullet (0); projectilePaused = false; } } } public void checkObjectDetected (Collider col) { if (canActivateEffect (col)) { if (currentProjectileInfo.impactAudioElement != null) { currentProjectileInfo.impactAudioElement.audioSource = GetComponent (); AudioPlayer.PlayOneShot (currentProjectileInfo.impactAudioElement, gameObject); } setProjectileUsedState (true); //set the bullet kinematic objectToDamage = col.GetComponent ().gameObject; Vector3 previousVelocity = mainRigidbody.linearVelocity; //print (objectToDamage.name); mainRigidbody.isKinematic = true; if (currentProjectileInfo.adhereToSurface) { attachProjectileToSurface (); } if (disableByTime) { disableBullet (timeToDisable); } else { projectilePaused = true; } } } public override void resetProjectile () { base.resetProjectile (); currentNumberOfContacts = 0; } }