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Bomb.cs
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Bomb.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using System;
using System.Collections;
public class Bomb
{
private string bombType;
private string bombDesciption;
private bool isExploded;
private int power;
private int radius;
private Vector3 position;
private GameObject gameObj;
#region Properties
public string BombType
{
get { return bombType; }
set { bombType = value; }
}
public string BombDescription
{
get { return bombDesciption; }
set { bombDesciption = value; }
}
public bool IsExploded
{
get { return isExploded; }
set { isExploded = value; }
}
public int Power
{
get { return power; }
set { power = value; }
}
public int Radius
{
get { return radius; }
set { radius = value; }
}
public Vector3 Position
{
get { return position; }
set { position = value; }
}
public GameObject GameObj
{
get { return gameObj; }
set { gameObj = value; }
}
#endregion
#region methods
public void Explode()
{
isExploded = true;
if (isExploded)
{
Collider[] colliders = Physics.OverlapSphere(position, radius);
gameObj.animation.Play();
gameObj.AddComponent<MonoBehaviour>().StartCoroutine(WaitToRemove(gameObj.animation.clip.length, gameObj));
foreach (Collider hit in colliders)
{
if (hit.rigidbody)
hit.rigidbody.AddExplosionForce(power, position, radius, 3.0F, ForceMode.Force);
MainCamera.score += 10;
}
isExploded = false;
}
}
public void ExplodeOnCollision()
{
if (isExploded)
{
}
}
// WAITS
private IEnumerator WaitToRemove(float time, GameObject GObj)
{
yield return new WaitForSeconds(time);
Object.Destroy(GObj);
}
public IEnumerator WaitToExplode(float time)
{
yield return new WaitForSeconds(time);
Explode();
}
#endregion
/* content
* VARIABLES
* BOOL ifExploded
* FLOAT Power
* FLOAT Radius
* Animation?
*
* FUNCTIONS
* Explode function
* Foreach
* check colliders
* Add points
* wait destroy (IEnumerator)
* Wait to explode (time bomb)
*/
}