// 공격 당했을 시 private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag.Equals("waterbullet") && Health > 0) { Health--; headAnimator.SetTrigger("hit"); wingsAnimator.SetTrigger("hit"); bodyAnimator.SetTrigger("hit"); flag = false; if (ThisName.Equals("enemy1")) { UIM.HitEnemy1(); } else if (ThisName.Equals("enemy2")) { UIM.HitEnemy2(); } waterball.SetActive(true); HitMessage.SetActive(true); if (Health > 0) { Invoke("SetFlagAndBall", 2f); } else { Invoke("SetFlagAndBall", 1.5f); } } }
// Use this for initialization private void Awake() { // 이 객체의 정보들을 담는다. UIMAudio = UIM.GetComponent <AudioSource>(); ThisAudio = GetComponent <AudioSource>(); HitMsg = HitMessage.GetComponent <SpriteRenderer>(); Health = UIM.enemyMaxHP; ThisBody = GetComponent <Rigidbody2D>(); ThisTransform = GetComponent <Transform>(); ThisName = ThisTransform.tag; targetTransform = target.GetComponent <Transform>(); Bullets = new B_DestroyInTime[bullet.Length]; LastBullets1 = new B_DestroyInTime[LastBullet1.Length]; bulletAnimator = new Animator[bulletObject.Length]; for (int i = 0; i < bullet.Length; i++) { bullet[i].gameObject.SetActive(false); Bullets[i] = bullet[i].GetComponent <B_DestroyInTime>(); } for (int i = 0; i < LastBullet1.Length; i++) { LastBullet1[i].gameObject.SetActive(false); LastBullets1[i] = LastBullet1[i].GetComponent <B_DestroyInTime>(); } for (int i = 0; i < bulletAnimator.Length; i++) { bulletAnimator[i] = bulletObject[i].GetComponent <Animator>(); } waterball.SetActive(false); ClearEnemy.SetActive(false); HitMessage.SetActive(false); }
private void SetFlagAndBall() { waterball.SetActive(false); HitMessage.SetActive(false); if (Health > 0) { ThisAudio.clip = enemyHit; ThisAudio.Play(); flag = true; } else { Clear(); } }