|
The closest point to the bounding box of the attached collider.
This can be used to calculate hit points when applying explosion damage.
var hitPoints : float = 100.0;
function ApplyHitPoints (explosionPos : Vector3, radius : float) {
// The distance from the explosion position to the surface of the rigidbody
var closestPoint : Vector3 = collider.ClosestPointOnBounds(explosionPos);
var distance : float = Vector3.Distance(closestPoint, explosionPos);
// The hit points we apply fall decrease with distance from the hit point
var hitPoints : float = 1.0 - Mathf.Clamp01(distance / radius);
// This is the final hitpoints we want to apply. 10 at maximum
hitPoints *= 10;
}