Beispiel #1
0
    void InitCollider()
    {
        if (m_colliders.Count <= 0)
        {
            foreach (Transform trans in transform)
            {
                CBaseCollider col = trans.GetComponent <CBaseCollider>();
                if (col == null)
                {
                    continue;
                }
                m_colliders.Add(col);
            }
        }

        CloseAllCollider();
    }
Beispiel #2
0
    protected override void OnTriggerEnter(Collider other)
    {
        if (m_unit == null)
        {
            return;
        }

        HitType    hitType    = HitType.None;
        ActionAnim actionAnim = m_unit.ActCtrl.PastAnim;

        CBaseCollider baseCollider = other.GetComponent <CBaseCollider>();

        if (baseCollider != null)
        {
            baseCollider.ApponentColliderIn(m_weapon.WeaponStat, hitType, actionAnim);

            if (baseCollider is CArmorCollider || baseCollider is CGuardCollider)
            {
                return;
            }
        }

        CUnit otherUnit = other.GetComponent <CUnit>();

        if (actionAnim != null)
        {
            hitType = m_unit.ActCtrl.PastAnim.hitType;
        }

        if (otherUnit != null && otherUnit.UnitTag != m_unit.UnitTag)
        {
            otherUnit.GetDamage(m_weapon.WeaponStat, hitType, m_unit, actionAnim);
            if (CObjectPool.Inst != null)
            {
                GameObject hitObject = null;
                CParticle  particle  = null;
                switch (m_weapon.WeaponStat.physicsType)
                {
                case Stat.PhysicalType.Slash:
                    hitObject = CObjectPool.Inst.GetEffect(EffectType.Particle, 1);
                    break;

                case Stat.PhysicalType.Strike:
                    hitObject = CObjectPool.Inst.GetEffect(EffectType.Particle, 0);
                    break;
                }

                if (hitObject == null)
                {
                    return;
                }
                particle = hitObject.GetComponent <CParticle>();
                if (particle != null)
                {
                    particle.Show(m_unit);
                    hitObject.transform.position = transform.position;
                    hitObject.SetActive(true);
                }
            }
        }
    }