Update() public méthode

public Update ( ) : void
Résultat void
    void Boom_Tick()
    {
        if (_animator.GetCurrentAnimationProgress() >= 1f)
        {
            currentState = State.Fade;
        }

        _damageDealer.Update();

        Collider2D hitCollider2D = Physics2D.OverlapBox(transform.position + new Vector3(0.5f, 0.9f) + new Vector3(-0.05f, -0.2f), new Vector2(1.6f, 1.7f), 0f, LayerMask.GetMask("PlayerBody"));

        if (hitCollider2D != null)
        {
            _damageDealer.DealDamage(hitCollider2D.gameObject, hitCollider2D.transform.position);
        }
    }
Exemple #2
0
    void Mid_Tick()
    {
        _timer += CupheadTime.Delta[CupheadTime.Layer.Enemy];
        if (_timer >= Duration)
        {
            currentState = State.End;
        }

        _damageDealer.Update();

        Collider2D[] hitCollider2Ds = Physics2D.OverlapBoxAll(transform.position + new Vector3(-0.54f, 3.34f), new Vector2(2.88f, 8.8f), 0f, LayerMask.GetMask("PlayerBody"));

        foreach (var hit in hitCollider2Ds)
        {
            _damageDealer.DealDamage(hit.gameObject, hit.transform.position);
        }

        // DebugExtensions.DrawBox ( transform.position + new Vector3 ( -0.54f, 3.34f ), new Vector2 ( 2.88f, 8.8f ), 0f, Color.red );
    }