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Question by AusAndrew19 · Jul 08, 2012 at 06:01 AM · explosion

How to add a function to destroy this gameobject in game.

Hi Guys! I'm adding landmines into my game... now i want to be able to deactivate it if i can aim at it with the E key. So if i was going to add a peice of code to my script to be able to destroy the object if i click E on it. how would i do this and how would i make it show on screen saying "Press E To Disable LandMine." Info is appreciated. Here is The landmine script.

    var hitPoints : float = 300.0;
 var explosion : Transform;
 private var callFunction : boolean = false;
 
 function OnTriggerEnter (other : Collider) { 
     if (other.CompareTag ("Enemy")) { 
     other.SendMessageUpwards("ApplyDamage", hitPoints, SendMessageOptions.DontRequireReceiver);
        Explosion();
  } 
  
  if (other.CompareTag ("Player")){
  other.SendMessageUpwards("PlayerDamage", hitPoints, SendMessageOptions.DontRequireReceiver);
     Explosion();
  }
 }
 
 function ApplyDamage(){
  yield WaitForSeconds(0.5);
  Explosion();
 }
 
 function Explosion(){
  if(callFunction)
  return;
  callFunction = true;
  yield WaitForSeconds(0.1);
  Instantiate (explosion, transform.position, transform.rotation);
  Destroy(gameObject);
 }
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Answer by Brian Stone · Jul 08, 2012 at 07:33 AM

In your Update() method, use Physics.Raycast() to do a ray/collider intersection test on the world. Check if the ray intersected with a landmine's collider and perform your logic to display the message and destroy the landmine when 'E' is pressed.

Here's the roughed out logic...

 // For ease-of-use, you probably want to make the deactivation message a GUIText   
 // component attached to a gameobject. This way you can simply activate and
 // deactivate the parent gameobject to show and hide the message at will.
 public var LandmineDeactivationMessage:GameObject;
 
 var landmineDeactivationKey:KeyCode = KeyCode.E;
 
 var rayOrigin:Vector3;    // Set this to the cursor position in world space.
 var rayDirection:Vector3; // This will usually be the camera's forward vector.
 var rayLength:float=500;  // Set this to the desired maximum interaction distance.

 var hit:RaycastHit;
 if (Physics.Raycast(rayOrigin, rayDirection, hit, rayLength))
 {
    // Check if the collider hit is a landmine
    if (hit.collider.tag == "Landmine")
    {
       // Turn on the landmine deactivation message.
       if (LandmineDeactivationMessage.active == false)
          LandmineDeactivationMessage.active = true;
 
       // Remove the landmine when the user hits the deactivation key.
       if (Input.GetKeyDown(landmineDeactivationKey) == true)
          GameObject.Destroy(hit.collider.gameObject);
    }
 }
 else
 {
    // Turn off the landmine message when the cursor moves off.
    if (LandmineDeactivationMessage.active == true)
       LandmineDeactivationMessage.active = false;
 }
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Answer by AusAndrew19 · Jul 08, 2012 at 12:06 PM

thanks for this mate. will test this out :)

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