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Question by Sansgamer120 · Jan 06, 2021 at 08:29 AM · damageparticle collisionexplosions

How to make particle do damage

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 their ridgid body, they initiate npcDeadPrefab. 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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