Not sure why the droppablemover script is referenced when writing an ontrigger function in several of the scripts in the Lerpz tutorial (referenced is the Droppable mover script + an example of an ontrigger function script on a sphere object that Lerpz runs into). The question is why does the DroppableMover script get referenced in the first place? Why is it needed? It seems like it's needed in every script that involves an ontrigger function.
Droppable Mover Script
var gravity = 10.00;
var collisionMask : LayerMask;
private var velocity = Vector3.zero;
private var position : Vector3;
function Bounce (force : Vector3)
{
position = transform.position;
velocity = force;
}
function Update ()
{
velocity.y -= gravity * Time.deltaTime;
moveThisFrame = velocity * Time.deltaTime;
distanceThisFrame = moveThisFrame.magnitude;
if (Physics.Raycast(position, moveThisFrame, distanceThisFrame, collisionMask))
{
enabled = false;
}
else
{
position += moveThisFrame;
transform.position = Vector3(position.x, position.y + 0.75, position.z);
}
}
Spherical GameObject Script
var questiontrigger: boolean = false;
var mover : DroppableMover;
var playerStatus : ThirdPersonStatus;
var QuestionMark : GameObject;
function Start ()
{
// do we exist in the level or are we instantiated by an enemy dying?
mover = GetComponent(DroppableMover);
}
function OnTriggerEnter (col: Collider) {
if(mover && mover.enabled) return;
var playerStatus : ThirdPersonStatus = col.GetComponent(ThirdPersonStatus);
Debug.Log("YES");
if(col.gameObject.tag == "Player")
questiontrigger = true;
print("questiontrigger = true");
//Destroy(QuestionMark);
}