void GetAndSetCompoents() { _collider = GetComponent <QuadtreeCollider>(); _life = GetComponent <Life>(); _shot = GetComponent <EnemyShot>(); _move = GetComponent <EnemyMove>(); }
void GetAndSetCompoents() { _collider = GetComponent <QuadtreeCollider>(); _life = GetComponent <Life>(); _shot = GetComponent <PlayerShot>(); _move = GetComponent <DragMove>(); }
void Spown() { GameObject colliderObject = new GameObject("Collider"); colliderObject.transform.position = new Vector3(Random.Range(_spownField.x, _spownField.z), Random.Range(_spownField.y, _spownField.w), 0); QuadtreeCollider colliderComponent = colliderObject.AddComponent <QuadtreeCollider>(); colliderComponent.radius = Random.Range(_colliderRadiusRange.x, _colliderRadiusRange.y); float angle = Random.Range(0, 360f); colliderObject.transform.eulerAngles = new Vector3(0, 0, angle); ColliderMove colliderMove = colliderObject.AddComponent <ColliderMove>(); colliderMove.speed = Random.Range(_speedRange.x, _speedRange.y); Destroy(colliderObject, Random.Range(_destroyTimeRange.x, _destroyTimeRange.y)); }
private void Awake() { _quadTreeCollider = GetComponent <QuadtreeCollider>(); }
public void OnQuadtreeCollisionEnter(QuadtreeCollider collider) { Destroy(gameObject); Debug.Log(gameObject.name + " 销毁"); }
public void OnQuadtreeCollisionEnter(QuadtreeCollider collider) { GetComponent <CircleQuadtreeCollider>().enabled = false; Debug.Log(gameObject.name + " 禁用碰撞器"); }