Beispiel #1
0
    //判定を見るよう
    private void vecTest()
    {
        //コンポーネント取得
        wa = hitObject.GetComponent <WallAbility>();
        float x = hitPoint.x;
        float y = hitPoint.y;

        x *= 10;
        y *= 10;
        x  = Mathf.Floor(x) / 10;
        y  = Mathf.Floor(y) / 10;



        Debug.Log(wa.Width(true));
        Debug.Log(wa.Width(false));
        Debug.Log(wa.Height(true));
        Debug.Log(wa.Height(false));
        Debug.Log(hitPoint);
    }
Beispiel #2
0
 //滑る床
 private void SripAction(GameObject col)
 {
     if (wa.Height(true) - (Scale.y / 2) >= gameObject.transform.position.y - (Scale.y / 2))
     {
         if (wa.Height(false) + (Scale.y / 2) <= gameObject.transform.position.y + (Scale.y / 2))
         {
             if (gameObject.transform.position.x > col.gameObject.transform.position.x)
             {
                 playerRig.velocity = new Vector3(0, playerRig.velocity.y, 0);
             }
             else
             {
                 playerRig.velocity = new Vector3(0, playerRig.velocity.y, 0);
             }
         }
         else
         {
             playerRig.velocity = new Vector3(playerRig.velocity.x, 0, 0);
         }
     }
     else
     {
         if (wa.Width(true) - (Scale.x / 2) <= gameObject.transform.position.x - (Scale.x / 2) || wa.Width(false) + (Scale.x / 2) >= gameObject.transform.position.x + (Scale.x / 2))
         {
             if (gameObject.transform.position.x > col.gameObject.transform.position.x)
             {
                 playerRig.velocity = new Vector3(0, playerRig.velocity.y, 0);
             }
             else
             {
                 playerRig.velocity = new Vector3(0, playerRig.velocity.y, 0);
             }
         }
         else
         {
             playerRig.velocity = new Vector3(playerRig.velocity.x, 0, 0);
         }
     }
 }
Beispiel #3
0
    //回転の判定
    private void test()
    {
        //コンポーネント取得
        wa = hitObject.GetComponent <WallAbility>();
        float x = hitPoint.x;
        float y = hitPoint.y;

        x *= 10;
        y *= 10;

        x = Mathf.Floor(x) / 10;
        y = Mathf.Floor(y) / 10;


        //どの位置にあたったか判定し回転する
        if (y == wa.Height(true) || y + 0.1f == wa.Height(true) || y - 0.1f == wa.Height(true))
        {
            if (wa.colObjs[0] == null)
            {
                playerRot = Vector3.forward * 0;
                //Debug.Log("UP");
            }
            else
            {
                //  Debug.Log("UPだけどむり");
                coltest();
            }
        }
        else if (y == wa.Height(false) || y + 0.1f == wa.Height(false) || y - 0.1f == wa.Height(false))
        {
            if (wa.colObjs[1] == null)
            {
                playerRot = Vector3.forward * 180;
                //   Debug.Log("Down");
            }
            else
            {
                // Debug.Log("Downだけどむり");
                coltest();
            }
        }
        else if (x == wa.Width(true) || x + 0.1f == wa.Width(true) || x - 0.1f == wa.Width(true))
        {
            if (wa.colObjs[2] == null)
            {
                playerRot = Vector3.forward * 270;
                //  Debug.Log("right");
            }
            else
            {
                // Debug.Log("rightだけど無理");
                coltest();
            }
        }
        else if (x == wa.Width(false) || x + 0.1f == wa.Width(false) || x - 0.1f == wa.Width(false))
        {
            if (wa.colObjs[3] == null)
            {
                playerRot = Vector3.forward * 90;
                //  Debug.Log("left");
            }
            else
            {
                //  Debug.Log("leftだけど無理");
                coltest();
            }
        }
        else
        {
            //  Debug.Log("何も該当していない");
            coltest();
        }
        wallNum = wa.abilityNumber;
    }