using UnityEngine; public class TargetBody : MonoBehaviour { void OnCollisionEnter(Collision collision) { Arrow arrow = collision.transform.GetComponent(); if (arrow != null) { arrow.transform.Find("Head").position = collision.contacts[0].point; arrow.Hit(); AudioMgr.ins.PlayHit(AudioMgr.GetAudioSource(this.gameObject)); bool hitTarget = false; if (arrow.armBow.validTargets.Contains(this)) { float maxSize = Vector3.Distance(this.transform.Find("CenterPoint").position, this.transform.Find("SidePoint").position); float radius = this.measureRadius(collision.contacts[0].point); int score = 10 - Mathf.FloorToInt(radius / maxSize * 5); if (score > 5) { GameMgr.ins.hitTarget(score); AudioMgr.ins.PlayCheer(true); hitTarget = true; } } if (!hitTarget) { GameMgr.ins.hitTarget(0); AudioMgr.ins.PlayCheer(false); } } } float measureRadius(Vector3 position) { return Vector3.Distance(this.transform.Find("CenterPoint").position, position); } }