//成功调用 public void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Player") { Instantiate(effectOfEat, this.transform.position, Quaternion.identity); Instantiate(musicOfEat, this.transform.position, Quaternion.identity); propUI.AddProp(PropType.Rope); Destroy(this.gameObject); } }
void OnTriggerEnter2D(Collider2D col) { if (isInit == false && col.tag == "Player") { scriPropUI.AddProp(PropType.Skelon); Instantiate(effectOfEat, this.transform.position, Quaternion.identity); Instantiate(musicOfEat, this.transform.position, Quaternion.identity); Destroy(this.gameObject); } else if (isInit == true && isHitted == false && col.tag == "Haze") { isHitted = true; roVelo = new Vector3(0, 0, 0); Animator anim = this.GetComponent <Animator>(); target = col.GetComponent <HazeControl>(); transTarget = col.GetComponent <Transform>(); StartCoroutine("AttackSucc"); } }
public void OnTriggerEnter2D(Collider2D col) { //处在跑道上 if (isRelease == false && col.tag == "Player") { Debug.Log("添加保护jfasasdfasf"); Instantiate(effectOfEat, this.transform.position, Quaternion.identity); Instantiate(musicOfEat, this.transform.position, Quaternion.identity); propUI.AddProp(PropType.Protected); Destroy(this.gameObject); } else if (isRelease == true)//已经是释放的道具 { switch (col.tag) { case "Cell": Destroy(col.gameObject); break; } } }