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committed by devbeni
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using UnityEngine;
namespace Mirror.Examples.Common
{
[AddComponentMenu("")]
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[DisallowMultipleComponent]
public class TankProjectile : MonoBehaviour
{
[Header("Components")]
public Rigidbody rigidBody;
public CapsuleCollider capsuleCollider;
[Header("Settings")]
public float destroyAfter = 3f;
public float force = 1000f;
enum CapsuleColliderDirection { XAxis, YAxis, ZAxis }
void OnValidate()
{
if (Application.isPlaying) return;
Reset();
}
void Reset()
{
rigidBody = GetComponent<Rigidbody>();
rigidBody.useGravity = false;
rigidBody.collisionDetectionMode = CollisionDetectionMode.Continuous;
rigidBody.constraints = RigidbodyConstraints.FreezeRotation;
capsuleCollider = GetComponent<CapsuleCollider>();
capsuleCollider.direction = (int)CapsuleColliderDirection.ZAxis;
capsuleCollider.radius = 0.1f;
capsuleCollider.height = 0.4f;
}
// set velocity for server and client. this way we don't have to sync the
// position, because both the server and the client simulate it.
void Start()
{
rigidBody.AddForce(transform.forward * force);
Destroy(gameObject, destroyAfter);
}
void OnCollisionEnter(Collision collision)
{
//Debug.Log($"Hit: {collision.gameObject}");
if (NetworkServer.active && collision.gameObject.TryGetComponent(out Controllers.Tank.TankHealth tankHealth))
tankHealth.TakeDamage(1);
Destroy(gameObject);
}
}
}

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