Example #1
0
    protected virtual void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player" && !alreadyPass)
        {
            Debug.Log("player enter");
            if (virtualCamera != null && confiner != null)
            {
                virtualCamera.m_Lens.OrthographicSize = cameraYSize;

                confiner.m_BoundingShape2D = confinerPolygon.GetComponent <PolygonCollider2D>();
                confiner.InvalidatePathCache();
            }
            Lock = true;
            for (int idx = enemies.Count - 1; idx >= 0; idx--)
            {
                GameObject enemy = enemies[idx];
                if (enemy == null)
                {
                    enemies.Remove(enemy);
                    continue;
                }
                Enemy e = enemy.GetComponent <Enemy>();
                if (e != null)
                {
                    e.player = collision.gameObject;
                    e.GetComponent <BoxCollider2D>().enabled = true;
                }
            }
        }
    }
Example #2
0
    protected virtual void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            Debug.Log("player enter");
            if (virtualCamera != null && confiner != null)
            {
                virtualCamera.m_Lens.OrthographicSize = cameraYSize;

                confiner.m_BoundingShape2D = GetComponent <PolygonCollider2D>();
                confiner.InvalidatePathCache();
            }

            foreach (GameObject obj in lockObject)
            {
                obj.SetActive(true);
            }
            for (int idx = enemies.Count - 1; idx >= 0; idx--)
            {
                GameObject enemy = enemies[idx];
                if (enemy == null)
                {
                    enemies.Remove(enemy);
                    continue;
                }
                Enemy e = enemy.GetComponent <Enemy>();
                if (e != null)
                {
                    e.player = collision.gameObject;
                }
            }
        }
    }