#pragma strict

function Start () {
	// Emit particles
	//GameObject.Find()
	//particleEmitter.emit = true;
	//constantForce.relativeForce = Vector3(0, 0, 1);
	Destroy(this, 5);
}

function Update () {
	//transform.Translate(Vector3.forward * Time.deltaTime);
	transform.Translate(Vector3.up * 50 * Time.deltaTime);
}

function OnCollisionEnter(col : Collision) {
	Debug.Log("Boom!");
	Destroy (gameObject,3);
	Destroy(this.GetComponent(CapsuleCollider));
	// Stop emitting
	this.GetComponentInChildren(ParticleEmitter).particleEmitter.emit = false;
	this.GetComponent(MeshRenderer).enabled = false;
	//transform.DetachChildren();
		
		var radius = 25.0;
		var power = 80000.0;
	
	    // Applies an explosion force to all nearby rigidbodies
	    var explosionPos : Vector3 = transform.position;
	    var colliders : Collider[] = Physics.OverlapSphere (explosionPos, radius);
	    
	    for (var hit : Collider in colliders) {
	        if (!hit)
	            continue;
	        
	        if (hit.rigidbody)
	            hit.rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0);
	    }
	    Destroy(this.GetComponent(Rigidbody));
   	
	
	//Destroy(this);
	//particleEmitter.emit = false;
}