//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; } } }
} //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
//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; } } }