void OnCollisionEnter(Collision obj)
{
// Get all the objects in a <ExplosionRadius> radius from where the bullet collided
Collider[] hitColliders = Physics.OverlapSphere(transform.position, ExplosionRadius);
// Create Explosion object
Instantiate(Explosion, new Vector3(transform.position.x, transform.position.y, transform.position.z), transform.rotation);
// For every object in the explosion
for (int i = 0; i < hitColliders.Length; i++ )
{
// If they're an enemy
if (hitColliders[i].gameObject.tag == "Player")
{
// Add an explosion force of <ExplosionForce> to them
hitColliders[i].gameObject.GetComponent<Rigidbody>().AddExplosionForce(ExplosionForce, transform.position, this.ExplosionRadius);
// Decrease score
ScoreManager.Instance.DecreaseScore((int) this.GetComponent<Weapon>().damage);
}
}
// Destroy the rocket
Destroy(this.gameObject);
}