private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == StringConstantRegistry.getTag(StringConstantRegistry.TAG.ENEMY)) { _is_death = true; } }
private void OnTriggerEnter(Collider other) { //弾に当たったら体力を減らす if (other.gameObject.tag == StringConstantRegistry.getTag(StringConstantRegistry.TAG.BULLET)) { Destroy(other.gameObject); _hit_point--; if (_hit_point < 0) { _hit_point = 0; } } if (other.gameObject.tag == StringConstantRegistry.getTag(StringConstantRegistry.TAG.ENEMY_DESTORY_AREA)) //敵削除エリアに入ったら { Destroy(this.gameObject); } }
private void LockOn(RaycastHit hit) { if (hit.collider == null || hit.collider.tag != StringConstantRegistry.getTag(StringConstantRegistry.TAG.ENEMY)) { _hit_object = null; _is_lock_on = false; return; } //前のフレームで取得したオブジェクトと一緒だったらロックオンを始める(同じオブジェクトじゃなくてもカウントがそのまま進むバグ防止) if (_hit_object != hit.collider.gameObject) { _hit_object = hit.collider.gameObject; _is_lock_on = false; } else { _is_lock_on = true; } }
public void SceneChange(StringConstantRegistry.SCENE_NAME scene_name) { SceneManager.LoadScene(StringConstantRegistry.getSceneName(scene_name)); }