Beispiel #1
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            BossHelpEvent.GetInstance().Damage(damage, true);

            GameObject temp = (GameObject)Instantiate(effect, this.transform.position, Quaternion.identity);
            Destroy(temp, 0.2f);
            this.gameObject.SetActive(false);
        }
        if (stone)
        {
            if (collision.gameObject.layer == 15)
            {
                GameObject temp = (GameObject)Instantiate(effect, this.transform.position, Quaternion.identity);
                Destroy(temp, 0.2f);
                this.gameObject.SetActive(false);
            }
        }
        else if (collision.gameObject.layer == 12 || collision.gameObject.layer == 14)
        {
            GameObject temp = (GameObject)Instantiate(effect, this.transform.position, Quaternion.identity);
            Destroy(temp, 0.2f);
            this.gameObject.SetActive(false);
        }
    }
 private void Update()
 {
     Collider2D[] cols = Physics2D.OverlapBoxAll(this.transform.position, boxSize, transform.eulerAngles.z);
     foreach (Collider2D col in cols)
     {
         if (col.transform.tag == "Player")
         {
             BossHelpEvent.GetInstance().Damage(bstate.poisonDamage, false);
         }
     }
 }
Beispiel #3
0
    private void Awake()
    {
        if (instance == null)
        {
            instance = FindObjectOfType <BossHelpEvent>();

            if (instance == null)
            {
                GameObject container = new GameObject("BossHelpEvent");

                instance = container.AddComponent <BossHelpEvent>();
            }
        }
    }
    private void Update()
    {
        Collider2D[] cols = Physics2D.OverlapBoxAll(this.transform.position, boxSize, this.transform.eulerAngles.z);
        foreach (Collider2D col in cols)
        {
            if (col.transform.tag == "Player")
            {
                switch (state)
                {
                case Boss_State.Cut:
                    BossHelpEvent.GetInstance().Damage(bstate.cutDamage, true);
                    break;

                case Boss_State.Pierce:
                    BossHelpEvent.GetInstance().Damage(bstate.pierceDamage, true);
                    break;
                }
            }
        }
        this.gameObject.SetActive(false);
    }