/*===================================================*/ // あたり判定の処理 void OnTriggerEnter(Collider col) { // 弾にあたったら if (col.gameObject.tag == "Shot") { gm.RemoveEnemy(this); foreach (Enemy e in GameMgr.enemyList) { if ((this.transform.position - e.transform.position).sqrMagnitude < normalEyeSightLength) { //e.SetDangerFlag(true); //targetStagePos = player.transform.position; e.SetRelayStagePos(Vector3.zero); e.SetTargetStagePos(player.transform.position); e.SetStates(StateType.Caution); } } dangerEnemyUI.SetActive(false); cautionEnemyUI.SetActive(false); if (keyEnemyUIFlag == true) { keyEnemyUI.SetActive(false); foreach (Wall w in GameMgr.wallList) { if (w.gateFlag) { w.obj.SetActive(false); } } dp.SetPurposeText("人質の場所に向かおう"); Debug.Log("Gate Open"); } if (Random.Range(0, 2) == 1) { pi.DestroyItem(); } else { pi.gameObject.SetActive(false); } Vanish(); } }