private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Fire")) { sp.enabled = false; transform.position = other.transform.position; rigidbody.gravityScale = 0; rigidbody.velocity = Vector2.zero; Possess _possess = other.GetComponent <Possess>(); if (_possess != null) { possess = _possess; possess.PossessObject(); transform.position = (Vector2)possess.eyePos.position + Vector2.down; } pg = other.GetComponent <Progress>(); if (pg != null) { pg.possessedPos = transform; pg.bPossess = true; transform.position = pg.startPos.position; eyeSP.enabled = false; } Electronic et = other.GetComponent <Electronic>(); if (et != null) { et.MoveElec(gameObject, eyeSP, sp); } } if (other.CompareTag("Danger")) { DiePlayer(); } if (other.CompareTag("Finish")) { if (stage <= 2) { //암전 코드 SceneManager.LoadScene("Stage" + (stage + 1)); } if (stage >= 3) { StartCoroutine(EndingEnding()); } } }
// Start is called before the first frame update private void Start() { _spawn = GameObject.FindWithTag("Respawn"); soulsContainer = GameObject.FindWithTag("SoulsContainer"); possess = GetComponent <Possess>(); _mask = gameObject; _maskCollider2D = _mask.GetComponent <Collider2D>(); maskMovement = GetComponent <MaskMovement>(); rb2D = GetComponent <Rigidbody2D>(); var parent = _mask.transform.parent; _maskParent = parent ? parent.gameObject : null; _currentPig = parent ? parent.parent.gameObject : null; _movement = _currentPig ? _currentPig.GetComponent <Movement>() : null; }
void Start() { controller = GetComponent <PlayerController> (); if (GameManager.maxLevelReached > 0) { abilities |= Ability.DESOLIDIFY; } if (GameManager.maxLevelReached > 1) { abilities |= Ability.POSSESS; } if (GameManager.maxLevelReached > 2) { abilities |= Ability.INVISIBILITY; } if (GameManager.maxLevelReached > 3) { abilities |= Ability.BLAST; } if (GameManager.maxLevelReached > 4) { abilities |= Ability.FOCUSED_BLAST; } if ((abilities & Ability.DESOLIDIFY) != 0) { gameObject.layer = 9; } else { gameObject.layer = 12; } hold = GetComponent <Hold> (); possess = GetComponent <Possess> (); invisible = GetComponent <Invisible> (); blast = GetComponent <Blast> (); focusedBlast = GetComponent <FocusedBlast> (); hold.pc = controller; possess.pc = controller; invisible.pc = controller; blast.pc = controller; focusedBlast.pc = controller; }
void Start() { parent = transform.root; tengu = parent.GetComponent <TenguAI>(); p = Possess.Get(); }
Possess() { p = this; }