Getting an array of Rigidbodies
A have a bouncing script attached to a Prefab. Every time an object (player or enemies) touch any object instantiated from this prefab, the script do its job.
The script works fine, but I'm not sure that getting the Rigidbody component in OnCollisionEnter() is good practice or efficient. I'd like to get the enemy objects Rigidbodies in the Start() function, and not in OnCollisionEnter(). My enemy objects are also a Prefab, and I'd like them to be referenced in the script at run time, and not dropped in the inspector of the Bouncing script component.
Note the comment in the Start() function: I'd like to use something like that for an array of enemies, but it only works for one enemy object.
Note also the comment in OnCollisionEnter() function: the line works, but I'd like to stop getting the Rigidbody component in OnCollisionEnter().
using UnityEngine;
using System.Collections;
public class Bouncer : MonoBehaviour {
Rigidbody player, enemy;
Vector3 pushPos;
void Start()
{
Vector3 explosion = transform.position;
pushPos = explosion;
player = GameObject.FindWithTag("Player").GetComponent<Rigidbody> ();
/* enemy = GameObject.FindObjectsWithTag("Enemy").GetComponent<Rigidbody> (); */
}
void OnCollisionEnter(Collision other)
{
if (other.gameObject.tag == "Player")
{
player.AddExplosionForce (power, pushPos, bouncingRadius, upwardsModifier);
}
if (other.gameObject.tag == "Enemy")
{
// I want to stop using the line below
enemy = other.rigidbody.GetComponent<Rigidbody>();
enemy.AddExplosionForce (power, pushPos, bouncingRadius, upwardsModifier);
}
}
}
Is there a way to get the Rigidbody components of the enemy objects in an array and then referencing them in OnCollisionEnter like 'player'?
Answer by OncaLupe · Nov 08, 2015 at 09:31 PM
The OnCollisionEnter() method gives you the rigidbody inside the 'other' variable. You're even referencing it in your current code before redundantly using GetComponent on line 29:other.rigidbody
Here's your trimmed code:
using UnityEngine;
using System.Collections;
public class Bouncer : MonoBehaviour {
Vector3 pushPos;
float power;
float bouncingRadius;
float upwardsModifier;
void Start()
{
pushPos = transform.position;
}
void OnCollisionEnter(Collision other)
{
if (other.gameObject.tag == "Player")
{
other.rigidbody.AddExplosionForce (power, pushPos, bouncingRadius, upwardsModifier);
}
else if (other.gameObject.tag == "Enemy")
{
other.rigidbody.AddExplosionForce (power, pushPos, bouncingRadius, upwardsModifier);
}
}
}
I appreciated your prompt response. I had no idea that OnCollisionEnter() method included a rigidbody in the Collision parameter. That makes sense now. Thanks a lot!!