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using UnityEngine;
public class DebugBuildingDestroyer : MonoBehaviour
{
public LayerMask interactionLayer;
public float interactionRadius = 4f;
private void Update()
{
Collider[] array = Physics.OverlapSphere(base.transform.position, interactionRadius, interactionLayer);
Hp hp = null;
float num = float.PositiveInfinity;
Collider[] array2 = array;
foreach (Collider collider in array2)
{
Hp componentInParent = collider.GetComponentInParent<Hp>();
if (!(componentInParent.gameObject == base.gameObject) && (bool)componentInParent)
{
float num2 = Vector3.Distance(base.transform.position, collider.ClosestPoint(base.transform.position));
if (num2 < num)
{
hp = componentInParent;
num = num2;
}
}
}
if ((bool)hp && Input.GetKeyDown(KeyCode.LeftShift))
{
hp.TakeDamage(hp.maxHp);
}
}
}
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