//-------------------------------- void OnTriggerExit2D(Collider2D other) { Quest.QUESTSTATUS Status = QuestManager.GetQuestStatus(QuestName); if (Status == Quest.QUESTSTATUS.UNASSIGNED) { QuestManager.SetQuestStatus(QuestName, Quest.QUESTSTATUS.ASSIGNED); } if (Status == Quest.QUESTSTATUS.COMPLETE) { Application.LoadLevel(5); } }
private void OnTriggerExit2D(Collider2D other) { Quest.QUESTSTATUS status = QuestManager.GetQuestStatus(questName); if (status == Quest.QUESTSTATUS.UNASSIGNED) { QuestManager.SetQuestStatus(questName, Quest.QUESTSTATUS.ASSIGNED); captions.text = captionText[(int)Quest.QUESTSTATUS.ASSIGNED]; } else if (status == Quest.QUESTSTATUS.COMPILETE) { Application.LoadLevel(5); } }
void OnTriggerEnter2D(Collider2D other) { if (!other.CompareTag("Player")) { return; } Quest.QUESTSTATUS Status = QuestManager.GetQuestStatus(QuestName); // Turn on quest text Captions.text = CaptionText[(int)Status]; //Update GUI text TextCanvas.GetComponent <CanvasGroup>().alpha = 1.0f; }
void OnTriggerExit2D(Collider2D other) { Quest.QUESTSTATUS Status = QuestManager.GetQuestStatus(QuestName); if (Status == Quest.QUESTSTATUS.UNASSIGNED) { QuestManager.SetQuestStatus(QuestName, Quest.QUESTSTATUS.ASSIGNED); } if (Status == Quest.QUESTSTATUS.COMPLETE) { } TextCanvas.GetComponent <CanvasGroup>().alpha = 0.0f; }
private void OnTriggerExit2D(Collider2D collision) //有東西離開trigger時由Unity自動呼叫 { if (!collision.CompareTag("Player")) //如果離開trigger的不是玩家 { return; //跳出函式 } Quest.QUESTSTATUS status = QuestManager.GetQuestStatus(questName); //取得該任務的任務狀態 if (status == Quest.QUESTSTATUS.UNASSIGNED) //如果任務狀態為未指派 { QuestManager.SetQuestStatus(questName, Quest.QUESTSTATUS.ASSIGNED); //更改該任務狀態為已指派 } if (status == Quest.QUESTSTATUS.COMPLETE) //如果任務狀態為完成任務 { Application.LoadLevel(5); //遊戲完成 } }
void OnTriggerExit2D(Collider2D other) { if (!other.CompareTag("Player")) { return; } Quest.QUESTSTATUS Status = QuestManager.GetQuestStatus(QuestName); if (Status == Quest.QUESTSTATUS.UNASSIGNED) { QuestManager.SetQuestStatus(QuestName, Quest.QUESTSTATUS.ASSIGNED); } if (Status == Quest.QUESTSTATUS.COMPLETE) { SceneManager.LoadScene("WinScene", LoadSceneMode.Single); } }