private void OnCollisionEnter2D(Collision2D collision) { if (IsGround) { return; } else { IsGround = true; float positionX = gameObject.transform.position.x; int num = (int)Mathf.Pow(2.0f, ChainNum + 1); Addict broken = Instantiate(Broken, new Vector3(positionX, 1.13f, 0f), Quaternion.identity); broken.transform.parent = GameManager.instance.EffectHolder.transform; broken.Damage = Damage; broken.num = num; SoundManager.instance.GlassBroken.Play(); // 연기 사라지는거 수동으로 시간 맞춰놓음 Destroy(broken.gameObject, 4f); Destroy(gameObject); } }
void Start() { controller = GetComponent <CharacterController>(); jumping = false; fallen = false; previousGroundedY = transform.position.y; thief = GetComponent <Thief>(); murderer = GetComponent <Murderer>(); cheater = GetComponent <Cheater>(); addict = GetComponent <Addict>(); liar = GetComponent <Liar>(); thief.enabled = false; murderer.enabled = false; cheater.enabled = false; addict.enabled = false; liar.enabled = false; numPowerUps = 0; }
void Start() { controller = GetComponent<CharacterController>(); jumping = false; fallen = false; previousGroundedY = transform.position.y; thief = GetComponent<Thief>(); murderer = GetComponent<Murderer>(); cheater = GetComponent<Cheater>(); addict = GetComponent<Addict>(); liar = GetComponent<Liar>(); thief.enabled = false; murderer.enabled = false; cheater.enabled = false; addict.enabled = false; liar.enabled = false; numPowerUps = 0; }