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Question by Sansgamer120 · Dec 04, 2020 at 08:29 PM · particle collision

how to make particle do damage to enemy.

I am making a rocket launcher and i need the particle it creates to do damage. i also want it to launch rigidbodies here is the enemy script using UnityEngine; using UnityEngine.AI;

 [RequireComponent(typeof(NavMeshAgent))]
 [RequireComponent(typeof(Rigidbody))]
 
 public class SC_NPCEnemy : MonoBehaviour, IEntity
 {
     public float attackDistance = 3f;
     public float movementSpeed = 4f;
     public float npcHP = 100;
     //How much damage will npc deal to the player
     public float npcDamage = 5;
     public float attackRate = 0.5f;
     public Transform firePoint;
     public GameObject npcDeadPrefab;
 
     [HideInInspector]
     public Transform playerTransform;
     [HideInInspector]
     public SC_EnemySpawner es;
     NavMeshAgent agent;
     float nextAttackTime = 0;
     Rigidbody r;
 
     // Start is called before the first frame update
     void Start()
     {
         agent = GetComponent<NavMeshAgent>();
         agent.stoppingDistance = attackDistance;
         agent.speed = movementSpeed;
         r = GetComponent<Rigidbody>();
         r.useGravity = false;
         r.isKinematic = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (agent.remainingDistance - attackDistance < 0.01f)
         {
             if (Time.time > nextAttackTime)
             {
                 nextAttackTime = Time.time + attackRate;
 
                 //Attack
                 RaycastHit hit;
                 if (Physics.Raycast(firePoint.position, firePoint.forward, out hit, attackDistance))
                 {
                     if (hit.transform.CompareTag("Player"))
                     {
                         Debug.DrawLine(firePoint.position, firePoint.position + firePoint.forward * attackDistance, Color.cyan);
 
                         IEntity player = hit.transform.GetComponent<IEntity>();
                         player.ApplyDamage(npcDamage);
                     }
                 }
             }
         }
         //Move towardst he player
         agent.destination = playerTransform.position;
         //Always look at player
         transform.LookAt(new Vector3(playerTransform.transform.position.x, transform.position.y, playerTransform.position.z));
         //Gradually reduce rigidbody velocity if the force was applied by the bullet
         r.velocity *= 0.99f;
     }
 
     public void ApplyDamage(float points)
     {
         npcHP -= points;
         if (npcHP <= 0)
         {
             //Destroy the NPC
             GameObject npcDead = Instantiate(npcDeadPrefab, transform.position, transform.rotation);
             //Slightly bounce the npc dead prefab up
             npcDead.GetComponent<Rigidbody>().velocity = (-(playerTransform.position - transform.position).normalized * 8) + new Vector3(0, 5, 0);
             Destroy(npcDead, 10);
             es.EnemyEliminated(this);
             Destroy(gameObject);
         }
     }
 }

thanks in advance. :)

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Answer by sacredgeometry · Dec 04, 2020 at 08:36 PM

You can use the Collision module to get unities particles to collide with objects then from there its just a matter of dealing with it like you would any other collision.


https://docs.unity3d.com/Manual/PartSysCollisionModule.html

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