Beispiel #1
0
    void OnTriggerExit(Collider other)
    {
        // only accept the player get into this trigger
        HHK_Role_Tags rt = other.gameObject.GetComponent <HHK_Role_Tags>();

        if (rt)
        {
            HHK_Role_Tags.TAG[] tags = { HHK_Role_Tags.TAG.Role_Player };
            if (rt.Is_Belong_Teams(tags))
            {
                // player get into this trigger
                // ready to shift to next level
                HHK_Entry_Points_Manager.ready_to_go = true;
            }
        }
    }
Beispiel #2
0
    void OnTriggerStay(Collider other)
    {
        // just for player
        HHK_Role_Tags rt = other.gameObject.GetComponent <HHK_Role_Tags>();

        if (rt)
        {
            if (rt.Is_Belong_Teams(new HHK_Role_Tags.TAG[] { HHK_Role_Tags.TAG.Role_Player }))
            {
                // set the time limit;
                force_to_leave_time_limit = maxTime * force_to_leave_time_limit_scale;

                // join to this place
                Join_To_This_Place(rt);
            }
        }
    }
Beispiel #3
0
    void OnTriggerEnter(Collider other)
    {
        // only accept the player get into this trigger
        // and he is ready to go.
        HHK_Role_Tags rt = other.gameObject.GetComponent <HHK_Role_Tags>();

        if (rt)
        {
            HHK_Role_Tags.TAG[] tags = { HHK_Role_Tags.TAG.Role_Player };
            if (rt.Is_Belong_Teams(tags) &&
                HHK_Entry_Points_Manager.ready_to_go)
            {
                // player get into this trigger
                // shift to the next level and start at the given start point/entry point
                HHK_Entry_Points_Manager.which_start_point = which_start_point;
                Application.LoadLevel(to_next_level);
            }
        }
    }
Beispiel #4
0
 void OnTriggerStay(Collider other)
 {
     // when the player click the key, then turn on/off the light
     if (Input.GetKeyDown(actionKey))
     {
         HHK_Role_Tags rt = other.gameObject.GetComponent <HHK_Role_Tags>();
         if (rt)
         {
             // player get stay this trigger
             HHK_Role_Tags.TAG[] tags = { HHK_Role_Tags.TAG.Role_Player };
             if (rt.Is_Belong_Teams(tags))
             {
                 if (target)
                 {
                     target.enabled = !target.enabled;
                 }
             }
         }
     }
 }