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