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Question by kregenrek · Jan 17, 2015 at 07:02 PM · collisionprefabinstanceclones

Collision between two moving clones

Hi,

I'm trying to achieve a collision detection between two (or more) instances of a prefab.

For example we have two enemies walking to the same position on the tile grid. (The game field is a Tile Grid setup with XZ axes where as Tiles have 1x1 size)

On each enemy prefab we have the following setting (see img) http://i60.tinypic.com/az876c.jpg

Here are a pic of the game http://i60.tinypic.com/qrdd07.jpg

It's really easy to check if two enemies collide. But the problem here is that OnCollisionEnter fires twice (for enemy1 and enemy2)

         void OnCollisionEnter(Collision target)
         {
             if(target.gameObject.tag == "enemy")
             {
                 // enemy collision occured
                 // do something
             }
         }

Now if I want to code special behaviour for each enemy i really don't know how to do it.

Heres what I want to achieve

enemy1 - should walk to the final position and wait one second

enemy2 - should rotate to the movement direction of enemy1 and move forwad (get bounced away from enemy1)

Sure I could do

         void OnCollisionEnter(Collision target)
         {
             if(target.gameObject.name == "enemy2")
             {
                 var enemy2 = target.gameObject.GetComponent<Enemy>();
 
                 // first stop movement of enemy2 immediatly
                 enemy2.StopMovement();
                 
                 //  rotate the enemy2 to the enemy1 direction
                 enemy.transform.rotation = transform.rotation;
 
                 // move enemy2 to the next tile
                 enemy.MoveStraight(enemy.transform.position + enemy.transform.forward);
                 
                 // now do enemy1 logic (finish movement and wait 1 second on the new position)
                 // then continue random movement
             }
         }

But the condition name== "enemy2" is too static... What if we have 3-x enemies?

To summarize:

Question 1: How it can be avoided to call OnCollisionEnter for every enemy if they collide each other? Whats the better way to do it?

Question 2: What if we have more than two enemies, how we could handle this case? Should I Store the enemies in a List and loop through this list in OnCollisionEnter Method? I dont know...

  • I minimized the source to the relevant parts so that its better readable.

Thank you, best regards Regenrek

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