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Question by Sansgamer120 · Jan 12, 2021 at 10:01 PM · particlesprefabs

How to make particle collision initiate prefab

i have an explosion that i want to change state of enemies. so i have a version of enemy that is "dead" and i want whenever an explosion touches them, they initiate npcDeadPrefab. the explosion is a single particle that is a child of the bullet and starts it on impact. 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);
      }
  }

} here is explosion bullet if it is needed

using System; using System.Collections; using UnityEngine; [RequireComponent(typeof(ParticleSystem))]

public class SC_Missile : MonoBehaviour { public float bulletSpeed = 345; public float hitForce = 50f; public float destroyAfter = 3.5f; public float weaponDamage = 100f;

  float currentTime = 0;
  Vector3 newPos;
  Vector3 oldPos;
  private bool hasHit = false;
 
  float damagePoints;
 
  // Start is called before the first frame update
  IEnumerator Start()
  {
      newPos = transform.position;
      oldPos = newPos;
 
      while (currentTime < destroyAfter && !hasHit)
      {
          Vector3 velocity = transform.forward * bulletSpeed;
          newPos += velocity * Time.deltaTime;
          Vector3 direction = newPos - oldPos;
          float distance = direction.magnitude;
          RaycastHit hit;
 
          // Check if we hit anything on the way
          if (Physics.Raycast(oldPos, direction, out hit, distance))
          {
              if (hit.rigidbody != null)
              {
                  hit.rigidbody.AddForce(direction * hitForce);
 
                  IEntity npc = hit.transform.GetComponent<IEntity>();
                  if (npc != null)
                  {
                      //Apply damage to NPC
                      npc.ApplyDamage(damagePoints);
                  }
              }
 
              newPos = hit.point; //Adjust new position
              StartCoroutine(DestroyBullet());
          }
 
          currentTime += Time.deltaTime;
          yield return new WaitForFixedUpdate();
 
          transform.position = newPos;
          oldPos = newPos;
      }
 
      if (!hasHit)
      {
          StartCoroutine(DestroyBullet());
      }
  }
 
  IEnumerator DestroyBullet()
  {
      hasHit = true;
      yield return new WaitForSeconds(0.1f);
      ParticleSystem exp = GetComponent<ParticleSystem>();
      exp.Play();
      Destroy(gameObject, exp.main.duration);
  }
 
  public void SetDamage(float weaponDamage)
  {
      throw new NotImplementedException();
  }

} heres the origional bullet script

using System.Collections; using UnityEngine;

public class SC_Bullet : MonoBehaviour { public float bulletSpeed = 345; public float hitForce = 50f; public float destroyAfter = 3.5f;

  float currentTime = 0;
  Vector3 newPos;
  Vector3 oldPos;
  bool hasHit = false;
 
  float damagePoints;
 
  // Start is called before the first frame update
  IEnumerator Start()
  {
      newPos = transform.position;
      oldPos = newPos;
 
      while (currentTime < destroyAfter && !hasHit)
      {
          Vector3 velocity = transform.forward * bulletSpeed;
          newPos += velocity * Time.deltaTime;
          Vector3 direction = newPos - oldPos;
          float distance = direction.magnitude;
          RaycastHit hit;
 
          // Check if we hit anything on the way
          if (Physics.Raycast(oldPos, direction, out hit, distance))
          {
              if (hit.rigidbody != null)
              {
                  hit.rigidbody.AddForce(direction * hitForce);
 
                  IEntity npc = hit.transform.GetComponent<IEntity>();
                  if (npc != null)
                  {
                      //Apply damage to NPC
                      npc.ApplyDamage(damagePoints);
                  }
              }
 
              newPos = hit.point; //Adjust new position
              StartCoroutine(DestroyBullet());
          }
 
          currentTime += Time.deltaTime;
          yield return new WaitForFixedUpdate();
 
          transform.position = newPos;
          oldPos = newPos;
      }
 
      if (!hasHit)
      {
          StartCoroutine(DestroyBullet());
      }
  }
 
  IEnumerator DestroyBullet()
  {
      hasHit = true;
      yield return new WaitForSeconds(0.5f);
      Destroy(gameObject);
  }
 
  //Set how much damage this bullet will deal
  public void SetDamage(float points)
  {
      damagePoints = points;
  }

} also, if the bullet hits the enemy, it doesn't do damage

thanks :)

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