} // end OnCollisionEnter
	////////page 713

	void OnTriggerEnter(Collider other) {
		EnemySpiker spiker = other.GetComponent<EnemySpiker>();
		if (spiker != null) {
			// CollisionDamage() will see spiker as an Enemy
			CollisionDamage(spiker);
		}
	}
Exemple #2
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	} // end OnCollisionEnter
	////////page 713
	
	void OnTriggerEnter(Collider other) {
		EnemySpiker spiker = other.GetComponent<EnemySpiker>();
		if (spiker != null) {
			// CollisionDamage() will see spiker as an Enemy
			CollisionDamage(spiker);
			// CollisionDamage(other.gameObject); // COMMENT OUT THIS LINE!
		}
	}
Exemple #3
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    private void OnTriggerEnter(Collider other)
    {
        EnemySpiker spiker = other.GetComponent <EnemySpiker>();

        if (spiker != null)
        {
            CollisionDamage(spiker);
        }
    }
Exemple #4
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    void OnTriggerEnter(Collider other)
    {
        EnemySpiker spiker = other.GetComponent <EnemySpiker>();

        if (spiker != null)
        {
            CollisionDamage(spiker);
            //CollisionDamage(other.gameObject);
        }
    }
    void OnTriggerStay(Collider other)
    {
        EnemySpiker recipient = other.GetComponent <EnemySpiker>();

        if (recipient != null)
        {
            recipient.Damage(damagePerSecond, ElementType.earth, true);
            //recipient.speed = 0;
        }
    }
Exemple #6
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    private void OnTriggerEnter(Collider other)
    {
        EnemySpiker spiker = other.GetComponent <EnemySpiker>();

        if (spiker != null)
        {
            // CollisionDamage() будет видеть спираль как врага
            CollisionDamage(spiker);
            //CollisionDamage(other.gameObject);
        }
    }
Exemple #7
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    private void OnTriggerStay(Collider other)
    {
        //获取EnemySpiker脚本
        recipient_spiker = other.GetComponent <EnemySpiker>();

        //如果有,则将其减速
        if (recipient_spiker != null)
        {
            recipient_spiker.NormalMove = false;
        }
    }
Exemple #8
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    void OnTriggerStay(Collider other)
    {
        // Actually damage the other
        // Get a reference to the EnemyBug script component of the other
        EnemySpiker recipient = other.GetComponent <EnemySpiker>();

        // If there is an EnemyBug component, dmage it with fire
        if (recipient != null)
        {
            //recipient.Damage(damagePerSecond, ElementType.earth, true);
            //recipient.moveDir *= -1;

            //Destroy(gameObject);
            // Make sure that the ground tile is in the direction we're moving.
            // A dot product will help us with this (see the Useful Concepts
            // Reference).
            float dot = Vector3.Dot(recipient.moveDir, gameObject.transform.position - recipient.pos);
            if (dot > 0)
            {                            // If Spiker is moving towards the block it hit
                recipient.moveDir *= -1; // Reverse direction
            }
        }
    }