public void OnCollisionEnter2D(UnityEngine.Collision2D a) { if (fn != null) { fn.invoke(gameObject, a); } }
public void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.GetComponent<Grappleable>() != null) { _joint.enabled = true; _joint.connectedBody = collision.rigidbody; _joint.connectedAnchor = collision.transform.InverseTransformPoint(collision.contacts[0].point); } }
static public int constructor(IntPtr l) { UnityEngine.Collision2D o; o = new UnityEngine.Collision2D(); pushObject(l, o); return(1); }
protected override void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("World")) { ExplodeAt(collision.contacts[0].point); Kill(); } }
private void OnCollisionStay2D(Collision2D collision) { if (CollisionStay2D != null) { CollisionStay2D(this, collision); } }
void OnCollisionEnter2D(Collision2D col) { if (infiniteJumps) return; numJumps--; if(numJumps == 0) StartCoroutine(Fall()); }
public void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag == "Enemy") { if (weapon.enabled) { Destroy(collision.gameObject); } else { transform.position = GetComponentInParent <Game>().respawnPoint; } } if (collision.gameObject.tag == "powerUp") { int index = collision.gameObject.GetComponent <Powerup>().Pickup(); GetComponentInParent <Game>().powerFound[index] = true; Destroy(collision.gameObject); } if (collision.gameObject.tag == "breakableWalls") { Debug.Log("Hit a breakable wall"); int BP = collision.gameObject.GetComponent <Tile>().breakingPower; if (BP >= 0) { Debug.Log("Breaks on " + BP + ", powerup is " + (powerUps[BP])); if (powerUps[BP]) { Destroy(collision.gameObject); } } } }
void OnCollisionStay2D(Collision2D col) { if (col.gameObject.tag == "Player") { col.gameObject.GetComponent<CharHealth>().Damage(Attack); } }
public void SpawnExplosion(Collision2D other) { Vector3 direction = other.transform.position - transform.position; direction.Normalize(); Vector3 explosionPos = transform.position + (direction * 0.4f); GameType_Astrodillos.instance.Explosion(explosionPos, other.gameObject, 0.25f); }
public void OnCollisionEnter2D(Collision2D collision) { if (MainScript.SelfType == MainScript.PlayerType.Client) { MainScript.SelfPlayer.Role.HandleCollision(this, collision); } }
// ---------- トリガーイベント ---------- /// <summary> /// コライダ衝突時イベント /// </summary> /// <param name="other">衝突対象</param> void OnCollisionEnter2D(UnityEngine.Collision2D other) { switch (other.gameObject.tag) { // 敵に衝突した場合 case GameUtil.Const.TAG_NAME_KANI: case GameUtil.Const.TAG_NAME_UNI: case GameUtil.Const.TAG_NAME_KARASU: case GameUtil.Const.TAG_NAME_TAMA: case GameUtil.Const.TAG_NAME_HARI: if (dimax) { Destroy(other.gameObject); } else { PlayerDead(1.0f); } break; // デリートゾーンの場合 case GameUtil.Const.TAG_NAME_DELETE_ZONE: PlayerDead(1.0f); break; // 巨バナを手に入れた場合 case GameUtil.Const.TAG_NAME_KYOBANA: Destroy(other.gameObject); Dimax(); break; } }
private void OnCollisionEnter2D(Collision2D other) { if (other.collider.tag == Tags.player) { other.gameObject.GetComponent<Player>().Die(); } }
void CreateRicochet(GameObject currentRickochet, Collision2D col, bool isRicochet) { foreach (ContactPoint2D contact in col.contacts) { Debug.DrawRay (contact.point, contact.normal, Color.white); Quaternion rotation = Quaternion.LookRotation (contact.normal); rotation [0] = 0; rotation [1] = 0; GameObject projectile = Instantiate (currentRickochet, contact.point, rotation) as GameObject; //projectile.transform.eulerAngles = new Vector3(0, 0, projectile.transform.eulerAngles.z); Vector3 v = projectile.transform.rotation.eulerAngles; projectile.transform.rotation = rotation; //Debug.Log("Contact normal: " + contact.normal + " Contact position: " + contact.point + " Rotation: " + rotation); if (isRicochet && ricochetSounds.Length != 0) { AudioSource ricochetAudioSource = projectile.AddComponent<AudioSource> (); ricochetAudioSource.clip = ricochetSounds [Random.Range (0, ricochetSounds.Length)]; ricochetAudioSource.volume = 0.12f; ricochetAudioSource.maxDistance = 30; ricochetAudioSource.Play (); } projectile.SetActive (true); Destroy (projectile, 1f); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "bullet") { Destroy(gameObject); } }
static void Collision2D_gameObject(JSVCall vc) { UnityEngine.Collision2D _this = (UnityEngine.Collision2D)vc.csObj; var result = _this.gameObject; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); }
static void Collision2D_relativeVelocity(JSVCall vc) { UnityEngine.Collision2D _this = (UnityEngine.Collision2D)vc.csObj; var result = _this.relativeVelocity; JSApi.setVector2S((int)JSApi.SetType.Rval, result); }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag == "MainCharacter") { Flowchart.BroadcastFungusMessage("Leave_scene"); } }
// fields // properties static void Collision2D_enabled(JSVCall vc) { UnityEngine.Collision2D _this = (UnityEngine.Collision2D)vc.csObj; var result = _this.enabled; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
void OnCollisionEnter2D(Collision2D coll) { if (!Data.Paused) { hit=true; } }
public override void OnCollisionStay2D(Collision2D other) { base.OnCollisionStay2D(other); if (other.gameObject.CompareTag(Tag.Elevator)) { fsm.Go<OnElevator>(); } else if (other.gameObject.CompareTag(Tag.Platform)) { float vy = player.rigidbody.velocity.y; if (Mathf.Abs(vy) < Mathf.Epsilon) { fsm.Go<OnGround>(); } } else if (other.gameObject.CompareTag(Tag.Bot)) { Vector3 p1 = player.transform.position; Vector3 p2 = other.transform.position; Vector3 direction = (p1 - p2).normalized; float angle = Vector3.Angle(Vector3.up, direction); if (angle <= 30f) return; // Die !!! player.rigidbody.velocity = Physics2D.gravity; fsm.Go<OnFlop>(); } }
void OnCollisionEnter2D(Collision2D coll){ if (coll.gameObject.tag == "Player") { coll.gameObject.GetComponent<HealthManager> ().Die (); } }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Player" || coll.gameObject.tag == "PlayerAttack") dead = true; if (coll.gameObject.tag == "Enemy" || coll.gameObject.tag == "Health" || coll.gameObject.tag == "Untagged") Physics2D.IgnoreCollision(this.gameObject.collider2D, coll.gameObject.collider2D); }
void OnCollisionEnter2D(Collision2D coll) { if (coll.transform.tag == "Obstacle") { IsColliding = true; } }
void OnCollisionExit2D(Collision2D coll) { if (coll.transform.tag == "Obstacle") { IsColliding = false; } }
private void OnCollisionEnter2D( Collision2D c ) { // When a collision is detected, we reflect the velocity of the ball, making it bounce off whatever it hit // (This might already be handled by Unity, I'm not sure. It seems to work better with this code.) rigidbody2D.velocity = Vector3.Reflect( c.relativeVelocity, c.contacts[0].normal ); switch( c.gameObject.tag ) { case "paddle": // If we hit a paddle... if( c.gameObject.audio != null ) // ...and the paddle has a sound... { c.gameObject.audio.volume = PlayerPrefs.GetInt( "Volume", 50 ) / 100.0f; c.gameObject.audio.Play(); // ...play that sound. } if( this.speed < this.maxSpeed ) // If the current speed is less than the maximum speed... this.speed += this.speedIncrement; // ...increase the speed of the ball. // Run awesome screen shake effect. :D Vector2 shakeMagnitude = c.relativeVelocity.normalized * this.screenShakeEffect; StartCoroutine( Shaker.Shake( Camera.main.transform, .25f, shakeMagnitude ) ); break; case "bounds": // Play a random bound sound if we collide with the roof/floor bounds. int sndIdx = Random.Range( 0, this.boundSounds.Length ); audio.clip = this.boundSounds[sndIdx]; audio.volume = PlayerPrefs.GetInt( "Volume", 50 ) / 100.0f; audio.Play(); break; } // Make sure the speed doesn't exceed the maximum if( this.speed > this.maxSpeed ) this.speed = this.maxSpeed; }
void OnCollisionEnter2D (Collision2D col) { if (col.gameObject.layer == LayerType.Destroyed) return; particles.Play(); audiosource.clip = hitSounds[ Random.Range (0 , hitSounds.Length-1) ]; audiosource.pitch = Random.Range( 1f , 1.5f); audiosource.Play(); Vector3 incomingForce = (col.transform.position - transform.position).normalized * force; if (col.rigidbody != null) col.rigidbody.AddForce( incomingForce , ForceMode2D.Impulse ); bumper.transform.localScale = new Vector3 (1f,1f,1f); LeanTween.value (bumper , bumper.transform.localScale , bumper.transform.localScale * 1.2f , animationTime).setEase(bumpAnimation).setOnUpdate ( (Vector3 val) => { bumper.transform.localScale = val; } ); }
public override void OnCollisionExit2D(Collision2D collision) { if (string.IsNullOrEmpty(tag.Value) || tag.Value.Equals(collision.gameObject.tag)) { collidedGameObject.Value = collision.gameObject; exitedCollision = true; } }
void OnCollisionEnter2D(UnityEngine.Collision2D collisionInfo) { Debug.Log(transform.localScale.x); END = GameObject.FindGameObjectWithTag("EndLevel"); if (transform.localScale.y > collisionInfo.gameObject.transform.localScale.y && collisionInfo.collider.CompareTag("enemy")) { if (transform.localScale.x < 0) { transform.localScale += new Vector3(-.2f, .2f, 1); Destroy(collisionInfo.gameObject); Debug.Log(collisionInfo.collider); Debug.Log(collisionInfo); } else if (transform.localScale.x > 0) { transform.localScale += new Vector3(.2f, .2f, 1); Destroy(collisionInfo.gameObject); } //transform.localScale += new Vector3(Math.Abs(1.01f), 1.01f); //transform.localScale += new Vector3(1.01f, 1.01f); Debug.Log("hit something!"); } //if (collisionInfo.collider.tag == "EndLevel") //{ // FindObjectOfType<GameManager>().CompleteLevel(); // return; //} if (transform.localScale.y < collisionInfo.gameObject.transform.localScale.y) { FindObjectOfType <GameManager>().CompleteLevel(); FindObjectOfType <GameManager>().EndGame(); } }
public void OnCollisionEnter2D(UnityEngine.Collision2D collider) { if (collider.gameObject.tag == "PickUp") { // flowchart.ExecuteBlock("Sandwich"); picking_sand = flowchart.GetBooleanVariable("picking"); picking = true; } if (collider.gameObject.tag == "Dog") { dogNear = flowchart.GetBooleanVariable("helpDog"); isdognear = true; } if (collider.gameObject.tag == "Bully") { bulask = flowchart.GetBooleanVariable("bullyAsk"); bularea = true; } if (collider.gameObject.tag == "Key") { picking_key = true; } if (collider.gameObject.tag == "Door") { opening_door = true; } if (collider.gameObject.tag == "Player") { } }
//void Update() //{ // //for (int i = 0; i < lives.Length; i++) // //{ // // if (i < numOfLives) // // { // // lives[i].enabled = true; // // } // // else // // { // // lives[i].enabled = false; // // } // //} //} private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { //if (collision.gameObject.tag == "Enemy") //{ // Invoke(KnockCoroutine(gameObject.GetComponent<Rigidbody2D>()), 0.2f); //} }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.collider.CompareTag(_tag)) { _flowMachine.TriggerUnityEvent(_unityEventName); } }
// 공과의 충돌 void OnCollisionEnter2D(Collision2D coll) { foreach(ContactPoint2D contact in coll.contacts) { if(contact.collider.gameObject.tag == "Ball") { float speed = contact.collider.gameObject.GetComponent<Ball>().currentSpeed; float barWidth = this.GetComponent<Renderer>().bounds.size.x; float percentage = (contact.point.x - transform.position.x) / barWidth / 2; // 부착 모드인가? /*if(state == State.Attached) { AttachedInfo info = new AttachedInfo(); info.velocity = contact.collider.GetComponent<Rigidbody2D>().velocity; contact.collider.GetComponent<Rigidbody2D>().velocity = Vector2.zero; // 딱 닿았을 때의 좌표값과 퍼센트치를 저장해줌 info.ball = contact.collider.gameObject; info.ballPosition = contact.collider.transform.position; info.barPosition = tf.position; info.percentage = percentage; attachedBalls.Add(info); } else {*/ contact.collider.GetComponent<Rigidbody2D>().AddForce(new Vector2(percentage * 5 * (speed * 50), 0)); if(contact.collider.GetComponent<Rigidbody2D>().velocity.y < 0) contact.collider.GetComponent<Rigidbody2D>().velocity *= -1; //} break; } } }
static public int GetContacts(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.Collision2D self = (UnityEngine.Collision2D)checkSelf(l); UnityEngine.ContactPoint2D[] a1; checkArray(l, 2, out a1); var ret = self.GetContacts(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
void OnCollisionEnter2D(Collision2D col) { Destroy(col.gameObject); GameObject boom = Instantiate(Resources.Load<GameObject>("PlasmaExplosion"), col.gameObject.transform.position, col.gameObject.transform.rotation) as GameObject; boom.name = "Explosion"; Destroy(boom, 15f); }
static public int get_relativeVelocity(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.Collision2D self = (UnityEngine.Collision2D)checkSelf(l); pushValue(l, true); pushValue(l, self.relativeVelocity); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.Collision2D o; o = new UnityEngine.Collision2D(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
private void OnCollisionExit2D(UnityEngine.Collision2D collision) { if (text) { text.SetActive(false); } }
void OnCollisionEnter2D(Collision2D other) { if (DestroyInColisionEvent) { CheckCollider(other.gameObject); } }
/// <summary> /// Explodes when the enemy hits the player. /// </summary> /// <param name="collision">The collision that the enemy was involved in.</param> private void OnCollisionEnter2D(Collision2D collision) { if (collision.collider.tag == "Player") { Explode(); } }
// not supported #else // ReSharper disable once UnusedMember.Local private void OnCollisionEnter2D(Collision2D coll) { if (!_isValid) { return; } KillableToAlert.CollisionEnter2D(coll); }
void OnCollisionEnter2D(Collision2D coll) { if (coll.gameObject.tag == "Player") { explode(); destroy_all(); } }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) {//when player attach NPC it will targeting the block in flowchart to start the dialog if (collision.gameObject.CompareTag("player")) { Block targetBlock = talkFlowchart.FindBlock(onCollosionEnter); talkFlowchart.ExecuteBlock(targetBlock); } }
void OnCollisionEnter2D(Collision2D coll) { if (Managers.GameManager.IsRunning) { if (coll.gameObject.tag == "Player") UnityEngine.SceneManagement.SceneManager.LoadScene(level); } }
void OnCollisionEnter2D(UnityEngine.Collision2D hit) { if (hit.gameObject.tag == "gold") { PlayerPrefs.SetInt("money", PlayerPrefs.GetInt("money") + 50); Destroy(money); } }
public override void OnCollisionEnter2D(Collision2D col) { base.OnCollisionEnter2D(col); if (col.gameObject.tag == TagManager.deadly) { Kill(); } }
void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag != "projectile" && collision.gameObject.tag != "Playerprojectile") { StartCoroutine(deathanim());; Debug.Log("collision"); } }
public void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.gameObject.CompareTag("Ground") || collision.gameObject.CompareTag("Player")) { isGrounded = true; } }
//void Give //{ // if (findPlayer) // { // if (GameObject.FindGameObjectWithTag("Player")) // { // GetComponent<Player>().TakeDamage(damage); // } // } //} private void OnCollisionStay2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag == "Player")//or tag { gameObject.transform.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Static; TimerAttack.playerTouched = true; } }
void OnCollisionEnter2D(Collision2D coll) { HandleHit(coll.collider.gameObject); if (OnCollisionPrefab != null) Instantiate(OnCollisionPrefab, new Vector3(coll.contacts[0].point.x, coll.contacts[0].point.y, transform.position.z), transform.rotation); Destroy(gameObject); }
void OnCollisionStay2D( Collision2D coll ) { DrawDebugStar( coll.contacts[0].point, SizeMlt / 30f, Color.blue ); Debug.DrawLine( coll.contacts[0].point, coll.contacts[0].point + coll.contacts[0].normal * SizeMlt, Color.green ); Debug.DrawLine( coll.contacts[0].point, coll.contacts[0].point + coll.relativeVelocity * SizeMlt, Color.red ); var projection = coll.contacts[0].normal * ( coll.contacts[0].normal.x * coll.relativeVelocity.x + coll.contacts[0].normal.y * coll.relativeVelocity.y ); Debug.DrawLine( coll.contacts[0].point, coll.contacts[0].point + projection * SizeMlt, Color.yellow ); Debug.DrawLine( coll.contacts[0].point, coll.contacts[0].point + GetComponent<Rigidbody2D>().velocity * SizeMlt, new Color( 1, 130f / 255f, 148f / 255f ) ); }
void OnCollisionEnter2D(Collision2D coll) { if (Managers.GameManager.IsRunning) { if (coll.gameObject.tag == "Enemy") Physics2D.IgnoreCollision(gameObject.GetComponent<Collider2D>(), coll.gameObject.GetComponent<Collider2D>()); } }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag.Equals("Enemy")) { Destroy(gameObject); collision.gameObject.GetComponent <EnemyControl>().DecreaseHealth(damage); //Destroy(collision.gameObject);//destroy enemy } }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.collider.gameObject.CompareTag("Player")) { bomb.Play(); Invoke("DieMessage", 0.0f); Invoke("Restart", delay); } }
public void OnCollisionStay2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag == "Plant") { attackingPlant = true; FindObjectOfType <AudioManager>().Play("ZombieBite1"); collision.gameObject.GetComponent <ItemObjectScript>().takeDamage(1); } }
public void OnCollisionExit2D(UnityEngine.Collision2D collision) { //Check if exiting plant if (collision.gameObject.tag == "Plant") { //No longer attacking plant attackingPlant = false; } }
void OnCollisionEnter2D(UnityEngine.Collision2D other) { if (!contactTypes.Contains(ContactType.collision2d)) { return; } DamageOtherObjectIfAppropriate(other.gameObject); }
void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.collider.gameObject.CompareTag("Wall")) // for example wall is called Wall { //Debug.Log("collided with " + collision.collider.gameObject.name); movement = -movement; rb.AddForce(movement * maxSpeed); } }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { if (collision.gameObject.tag == "Sword") { gameObject.GetComponent <WeaponSwitcher>().weaponHolding = gameObject.GetComponent <WeaponSwitcher>().weaponList[0]; flow.ExecuteBlock("Regular Sword"); Destroy(collision.gameObject); } }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { Debug.Log("Something entered my collider"); if (collision.gameObject.GetComponent <Bomb>() != null && !isActivated) { transform.position = new Vector3(transform.position.x, transform.position.y - 0.2f, transform.position.z); isActivated = true; } }
private void OnCollisionEnter2D(UnityEngine.Collision2D collision) { //Debug.Log("Va cham"); if (collision.gameObject.tag == "ground") { //Debug.Log("Destroy"); Destroy(gameObject, 1f); } }