private void OnTriggerEnter2D(Collider2D col) { if (enabled == false) { return; } if (platformerManager.JudgePlayer(col.gameObject) == true) { onTouchingList.Add(new OnTouchingPlayer(col.gameObject.GetComponent <Player>())); } }
//if something touches the dead area private void OnTriggerEnter2D(Collider2D collision) { if (enabled == false) { return; } GameObject objTouched = collision.gameObject; //judge if it is a player if (platformerManager.JudgePlayer(objTouched) == true) { Player player = objTouched.GetComponent <Player>(); player.Death(deadReason); //To avoid other players 'survive' by standing on the corpse, change collider to trigger. player.SetToTrigger2D(); //To avoid corpse fly / move to somewhere else, immobilize it. player.SetToBeImmobilized2D(); return; } //else.... clean up? Destroy(objTouched); }
private void OnCollisionEnter2D(Collision2D collision) { if (!executable) { return; } GameObject objTouched = collision.gameObject; if (!thePlatformerManager.JudgePlayer(objTouched)) { return; } thePlatformerManager.Finish(objTouched); //status/overall change will happen in PFManager.Finish funct. //below, do the special effect. if (objTouched.GetComponent <Rigidbody2D>() != null) { playerCatched = objTouched; playerRb2D = playerCatched.GetComponent <Rigidbody2D>(); catched = true; } }
//if something touches the dead area private void OnTriggerEnter2D(Collider2D collision) { if (!executable) { return; } GameObject objTouched = collision.gameObject; //judge if it is a player if (thePlatformerManager.JudgePlayer(objTouched)) { PFPlayer player = objTouched.GetComponent <PFPlayer>(); player.DeathAndRespawn(deadReason); } else { //not character... destroy it to save resource? Destroy(objTouched); } }