// 이동 종료 검사 bool IsEndOfMoving(Collider c) { WallCollider wall = c.GetComponent <WallCollider>(); if (wall) { // Debug.Log ("Bullet:IsEndOFMoveing() wall id=" + gameObject.GetInstanceID()); state = E_STATE.End; return(true); } // block decrease HP Block block = c.GetComponent <Block> (); if (block) { block.hp -= 1; //block.OnHit (1); PlayManager.Inst.score++; // Debug.Log ("Bullet:IsEndOFMoveing() block id=" + gameObject.GetInstanceID()); state = E_STATE.End; return(true); } // Debug.Log ("Bullet:IsEndOfMoving() not found"); return(false); }
// Use this for initialization void Start() { body = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); render = GetComponent <SpriteRenderer>(); groundCollider = GetComponentInChildren <GroundCollider>(); wallCollider = GetComponentInChildren <WallCollider>(); anim.SetBool("dead", false); }
public void WallCollider_Collides(int radius1, double x2, double y2, int radius2, bool expectation) { var collider1 = new Collider(radius1, CreateLocatable(new Vector())); var collider2 = new WallCollider(radius2, CreateLocatable(new Vector(x2, y2))); var collides = collider2.Collides(collider1); Assert.AreEqual(expectation, collides); }
// 이동 종료 검사 bool IsEndOfMoving(Collider c) { WallCollider wall = c.GetComponent <WallCollider>(); if (wall) { if (!wall.isStopArea) { // 공 여러개일 때 너무 시끄러움 // SoundManager.Inst.Play ("Sound/Block-Hit"); return(false); } // reach bottom wall if (null != onMovingEnd) { onMovingEnd(this); } state = E_STATE.Sort; return(true); } // block decrease HP Block block = c.GetComponent <Block> (); if (block) { PlayManager.Inst.CollisionBallWithBlock(); // block.OnHit (1); block.hp -= 1; switch (block.eType) { case ItemType.EType.TRI: case ItemType.EType.ROTATION_TRI: break; default: PlayManager.Inst.score++; break; } } return(false); }
public TestWallObject(int radius, Vector location) : base(radius, location) { Collider = new WallCollider(radius, this); }