Exemple #1
0
 public void OnClick(SceneObj objScene)
 {
     if (objScene is BlockObj)
     {
         BlockObj bobj = objScene as BlockObj;
         bobj.OnClick();
     }
 }
Exemple #2
0
 public void RemoveBlock(BlockObj obj, bool save = true)
 {
     UnityEngine.Object.Destroy(obj.Block);
     obj.Block = null;
     remap     = true;
     if (save)
     {
         SavePrefs();
     }
 }
Exemple #3
0
    /// <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();
    }
Exemple #4
0
    /// <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);
    }
Exemple #5
0
    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);
        }
    }