void OnTriggerStay2D(Collider2D other)
    {
        RubyController controller = other.GetComponent <RubyController>();

        if (controller != null)
        {
            controller.ChangeHP(-1);
        }
    }
    void OnCollisionEnter2D(Collision2D other)
    {
        RubyController player = other.gameObject.GetComponent <RubyController>();

        if (player != null)
        {
            player.ChangeHP(-1);
        }
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        RubyController rubyController = collision.gameObject.GetComponent <RubyController>();

        if (rubyController != null)
        {
            rubyController.ChangeHP(-1);
        }
        Destroy(gameObject);
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        //注意collision如何调用getcomponent方法
        RubyController rubyController = collision.gameObject.GetComponent <RubyController>();

        if (rubyController != null)
        {
            rubyController.ChangeHP(-1);
        }
    }
Exemple #5
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    private void OnTriggerStay2D(Collider2D collision)
    {
        //获取RubyController脚本,注意脚本是挂在角色上的,也就是这里的collision。
        RubyController rubyController = collision.GetComponent <RubyController>();

        Debug.Log(rubyController);
        //对rubyController获取进行判空处理,让代码更严谨
        if (rubyController != null)
        {
            //调用血量改变参数
            rubyController.ChangeHP(-1);
            Debug.Log(rubyController.CurrentHP);
        }
    }
Exemple #6
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        //获取RubyController脚本,注意脚本是挂在角色上的,也就是这里的collision。
        RubyController rubyController = collision.GetComponent <RubyController>();

        Debug.Log(rubyController);
        //对rubyController获取进行判空处理,让代码更严谨
        if (rubyController != null)
        {
            //满血的时候是不能吃回血道具的
            if (rubyController.CurrentHP < rubyController.maxHP)
            {
                //调用血量改变参数
                rubyController.ChangeHP(1);
                rubyController.PlayAudio(audioClip);
                Instantiate(collectEffect, transform.position, Quaternion.identity);
                Destroy(gameObject);
            }
        }
    }