private void OnTriggerEnter(Collider other)
    {
        if (END == true)
        {
            return;
        }

        if (other.gameObject.GetComponent <TeamObject>().TEAM_TYPE != casterCharacterTeam &&
            TEMP_OFF == false)
        {
            GameObject colObject   = other.gameObject;
            BaseObject actorObject = colObject.GetComponent <BaseObject>();

            TeamObject Target = other.gameObject.GetComponent <TeamObject>();
            casterActor.ThrowEvent(ConstValue.ActorData_SetTarget, Target);

            //스킬이 생성될 때 타켓을 정해주는데, throw이벤트로 타겟을 정해주는 것은 그 후임.
            SkillManager.Instance.makeSkill.TARGET = SkillManager.Instance.makeSkill.OWNER.GetData(ConstValue.ActorData_GetTarget) as BaseObject;


            if (actorObject != TARGET)
            {
                return;
            }

            TARGET.ThrowEvent(ConstValue.EventKey_Hit,
                              OWNER.GetData(ConstValue.ActorData_Character),
                              SKILL_TEMPLATE, casterActor.CUR_BUFF, casterActor.transform.rotation);
        }
    }
Beispiel #2
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    private void OnTriggerEnter(Collider other)
    {
        if (END == true)
        {
            return;
        }
        if (bFire == false)
        {
            return;
        }

        Actor casterActor = OWNER.GetData(ConstValue.ActorData_GetThisActor) as Actor;

        GameObject colObject   = other.gameObject;
        BaseObject actorObject = colObject.GetComponent <BaseObject>();

        if (actorObject != TARGET)
        {
            return;
        }

        TARGET.ThrowEvent(ConstValue.EventKey_Hit,
                          OWNER.GetData(ConstValue.ActorData_Character),
                          SKILL_TEMPLATE, casterActor.CUR_BUFF, casterActor.transform.rotation);
        END = true;
    }
Beispiel #3
0
    private void OnTriggerEnter(Collider other)
    {
        if (END == true)
        {
            return;
        }

        if (other.gameObject.tag != "Obstacle")
        {
            if (other.gameObject.GetComponent <Actor>().TEMPLATE_KEY == "ENEMY_1")
            {
                other.gameObject.GetComponent <NonPlayer>().AI.IS_SKILL = false;
            }
        }

        if (other.gameObject.GetComponent <TeamObject>().TEAM_TYPE != casterCharacterTeam ||
            (bGiantEnemy &&
             other.gameObject.GetComponent <Actor>() != casterActor))
        {
            GameObject colObject   = other.gameObject;
            BaseObject actorObject = colObject.GetComponent <BaseObject>();

            TeamObject Target = other.gameObject.GetComponent <TeamObject>();
            casterActor.ThrowEvent(ConstValue.ActorData_SetTarget, Target);

            //스킬이 생성될 때 타켓을 정해주는데, throw이벤트로 타겟을 정해주는 것은 그 후임.
            SkillManager.Instance.makeSkill.TARGET = SkillManager.Instance.makeSkill.OWNER.GetData(ConstValue.ActorData_GetTarget) as BaseObject;


            if (actorObject != TARGET)
            {
                return;
            }


            //Destroy(other.gameObject);

            TARGET.ThrowEvent(ConstValue.EventKey_Hit,
                              OWNER.GetData(ConstValue.ActorData_Character),
                              SKILL_TEMPLATE, casterActor.CUR_BUFF, casterActor.transform.rotation);
        }
    }