void HandleExit(Collider2D collision) { if (activeTake && collision.GetComponent <PlayerFSM>() != null) { ActivateTake(false); } hitableState = HitableState.idle; }
public new void OnEnable() { base.OnEnable(); hitableState = HitableState.idle; activeTake = false; setState((int)HitableState.idle); status.init(); tmpMat = _sr.material; _sr.sprite = myHitableInfo.DefaultSprite; setStrategy(); }
private void OnEnable() { _sr = GetComponent <SpriteRenderer>(); _collider2D = GetComponent <Collider2D>(); hitableState = HitableState.idle; activeTake = false; _sr.sprite = myHitableInfo.DefaultSprite; tmpMat = _sr.material; showEffect = false; status = new StatusBase(); initData(); setBuffImmune(); }
void HandleEnter(Collider2D collision) { if (hitableState == HitableState.idle) { if (collision.GetComponent <FSMbase>() != null) { CollisionFunc(); } } if (collision.GetComponent <PlayerFSM>() != null) { ActivateTake(true); } hitableState = HitableState.collision; }
void HandleEnter(Collider2D collision) { if (hitableState == HitableState.idle) { if (collision.GetComponent <PlayerFSM>() == null) { OnOtherEnter(collision); } } if (collision.GetComponent <PlayerFSM>() != null) { OnPlayerEnter(); ActivateTake(true); } hitableState = HitableState.collision; }