public IActionResult Index() { MyHome mh = new MyHome { Message = "Visit site", Site = @"http://mrts.xyz", Content = "Click here" }; return(View(mh)); // return View(); }
private void OnTriggerExit2D(Collider2D other) { this.inHome = other.GetComponent <MyHome>(); /*if(home != null) * { * if(home.ownerPlayer != this.playerNumber) * { * this.InEnemyHome = false; * } * }*/ }
private void OnTriggerEnter2D(Collider2D other) { Debug.Log($"OnTriggerEnter: {other}"); // アイテムを触ったとき _inventory?.TakeItem(other.GetComponent <IItem>()); // Homeを触ったとき var home = other.GetComponent <MyHome>(); this.inHome = home; if (home != null) { if (home.ownerPlayer == playerNumber && (_inventory?.HasInventory() ?? false)) { var consumedItemCnt = _inventory.ConsumeItem(); home.MakeProgress(consumedItemCnt); } else if (home.ownerPlayer != this.playerNumber) { this.positionInBeforeFrame = this.transform.position; this.rotationInBeforeFrame = new Vector3(this.transform.rotation.x, this.transform.rotation.y, this.transform.rotation.z); Debug.Log($"OnTriggerEnter: {this.playerNumber}が 敵陣地 {home.ownerPlayer}に 接触"); // 敵陣地に対する妨害処理 /*if (home.Damage(OneDisturbDamage)) { * // 敵陣地の進捗を1段階落とすことに成功 * Debug.Log($"OnTriggerEnter: {this.playerNumber}が 敵陣地 {home.ownerPlayer}の 1段階降格に成功"); * * switch(this.DisturbReturnMode) { * case DisturbReturnType.PlayerMaskMinimum: * this.GetComponentInChildren<SpriteMask>().transform.localScale += new Vector3(-0.28f, -0.28f, -0.28f); * break; * case DisturbReturnType.PlayerMaskNone: * this.GetComponentInChildren<SpriteMask>().enabled = false; * break; * case DisturbReturnType.DisturbControl: * // TODO: 上に進める処理を乱したり、左右への操作をランダムに切り替える * break; * } * }*/ } } }
private void OnTriggerStay2D(Collider2D other) { this.inHome = other.GetComponent <MyHome>(); }