public void OnClick(SceneObj objScene) { if (objScene is BlockObj) { BlockObj bobj = objScene as BlockObj; bobj.OnClick(); } }
public void RemoveBlock(BlockObj obj, bool save = true) { UnityEngine.Object.Destroy(obj.Block); obj.Block = null; remap = true; if (save) { SavePrefs(); } }
/// <summary> /// 执行功能模块事件 /// </summary> public void DoFunBlock(FunBlock block) { BlockObj obj = FindFunBlockObj(block); if (obj == null) { return; } obj.OnClick(); }
/// <summary> /// ドラゴンのBlockObjPop /// </summary> /// <returns></returns> protected override BlockObj BlockObjPop() { BlockObj bo = base.BlockObjPop(); if (transform.position.x > targetPos[moveNam].x) { bo.transform.eulerAngles = aiceBlockRotateLeft; } else if (transform.position.x < targetPos[moveNam].x) { bo.transform.eulerAngles = aiceBlockRotateRight; } return(bo); }
public void CangeObj() { //ブロック生成 BlockObj bo = BlockObjPop(); GameObject modelCopy = Instantiate(model); MonoAnimation monoAnimation = modelCopy.GetComponent <MonoAnimation>(); //モデル挿入 bo.SetModel(modelCopy); //解凍参照代入 bo.enemy = this; this.transform.parent = bo.transform; this.gameObject.SetActive(false); }
/// <summary> /// 氷が壁に当たった時の処理 /// </summary> /// <param name="bo">判定するブロック</param> /// <param name="wallGo">壁</param> /// <param name="lefthit">左右の判定</param> void HitBlockObj(BlockObj bo, GameObject wallGo, bool lefthit) { float x; if (lefthit) { x = wallGo.transform.position.x - wallGo.transform.localScale.x / 2; } else { x = wallGo.transform.position.x + wallGo.transform.localScale.x / 2; } float gx1, gx2; gx1 = bo.transform.position.x - bo.transform.localScale.x / 2; gx2 = bo.transform.position.x + bo.transform.localScale.x / 2; if (gx1 < x && x < gx2) { bo.CreatEfect(x); } }