using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class CuttableTree : MonoBehaviour { private Quaternion rotation; public GameObject stumpPrefab; public GameObject logPrefab; [SerializeField] private UnityEvent onCut; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } void OnTriggerEnter(Collider other) { if (other.tag == "Cutter") { rotation = transform.rotation; rotation *= Quaternion.AngleAxis(20, Vector3.up); Instantiate(stumpPrefab, transform.position, rotation); Instantiate(logPrefab, transform.position + new Vector3(0, 1, 0), rotation); onCut.Invoke(); Destroy(gameObject); } } void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Cutter") { rotation = transform.rotation; rotation *= Quaternion.AngleAxis(20, Vector3.up); Instantiate(stumpPrefab, transform.position, rotation); Instantiate(logPrefab, transform.position + new Vector3(0, 1, 0), rotation); onCut.Invoke(); Destroy(gameObject); } } }