Example #1
0
 //碰撞敵人
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Enemy")
     {
         Enemy enemy = collision.gameObject.GetComponent <Enemy>();
         if (Physics2D.OverlapCircle(EnemyCelling.position, 0.5f, Enemy) && anim.GetBool("falling"))
         {
             enemy.JumpOn();
             rb.velocity = new Vector2(rb.velocity.x, 10);
             anim.SetBool("jumping", true);
         }
         else if (transform.position.x < collision.gameObject.transform.position.x)
         {
             rb.velocity = new Vector2(-2, rb.velocity.y);
             HurtAudio.Play();
             isHurt = true;
         }
         else if (transform.position.x > collision.gameObject.transform.position.x)
         {
             rb.velocity = new Vector2(2, rb.velocity.y);
             HurtAudio.Play();
             isHurt = true;
         }
     }
 }
Example #2
0
    }    //collect & die

    private void OnCollisionEnter2D(Collision2D col)
    {
        FrogContorl frog = col.gameObject.GetComponent <FrogContorl>();

        if (col.gameObject.tag == "Enemies")
        {
            if (Anime.GetBool("Falling") == true)
            {
                frog.Death();
                Body.velocity = new Vector2(Body.velocity.x, JumpForce);
                Anime.SetBool("Jumping", true);
            }
            else
            {
                isHurt = true;
                HurtAudio.Play();
                if (transform.position.x < col.gameObject.transform.position.x)
                {
                    Body.velocity = new Vector2(-5.0f, Body.velocity.y);
                }
                if (transform.position.x > col.gameObject.transform.position.x)
                {
                    Body.velocity = new Vector2(5.0f, Body.velocity.y);
                }
            }
        }
    }    //touch enemies
Example #3
0
 //碰撞敵人
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Enemy")
     {
         Enemy enemy = collision.gameObject.GetComponent <Enemy>();
         if (Physics2D.OverlapCircle(EnemyCelling.position, 0.4f, Enemy))
         {
             clinbmovement = false;
             enemy.JumpOn();
             rb.velocity = new Vector2(rb.velocity.x, 12);
             anim.SetBool("jumping", true);
             isHurt    = false;
             JumpCount = 0;
         }
         else if (transform.position.x < collision.gameObject.transform.position.x && collision.rigidbody.position.y > EnemyCelling.position.y)
         {
             rb.velocity = new Vector2(-2, rb.velocity.y);
             HurtAudio.Play();
             isHurt = true;
             GameObject.Find("BulletGenerator").GetComponent <bulletgenerator>().enabled = false;
             Circoll.enabled = false;
             Discoll.enabled = false;
         }
         else if (transform.position.x > collision.gameObject.transform.position.x && collision.rigidbody.position.y > EnemyCelling.position.y)
         {
             rb.velocity = new Vector2(2, rb.velocity.y);
             HurtAudio.Play();
             isHurt = true;
             GameObject.Find("BulletGenerator").GetComponent <bulletgenerator>().enabled = false;
             Circoll.enabled = false;
             Discoll.enabled = false;
         }
         else
         {
             enemy.JumpOn();
             rb.velocity = new Vector2(rb.velocity.x, 12);
             anim.SetBool("jumping", true);
             isHurt = false;
         }
     }
 }