Esempio n. 1
0
    /*
     * void Update()
     * {
     *  if (Input.GetKeyDown(KeyCode.Q))
     *  {
     *      GameObject sword = Instantiate(Sword, SwordsTail.transform);
     *      SwordsTail.CollectSword(sword);
     *  }
     * }
     */

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.GetComponentInParent <Rigidbody2D>())
        {
            if (collision.GetComponentInParent <SwordsTail>())
            {
                GameObject sword = Instantiate(Sword, SwordsTail.transform);
                SwordsTail.CollectSword(sword);
                Destroy(gameObject);
            }
        }
    }
Esempio n. 2
0
    void Update()
    {
        mousPosition = Camera.ScreenToWorldPoint(Input.mousePosition);
        Vector2 direction = new Vector2(mousPosition.x - transform.position.x, mousPosition.y - transform.position.y);

        if (_isFliesBack)
        {
            PlayerPosition = FindObjectOfType <PlayerMove>().transform.position;
            moveTo         = PlayerPosition - transform.position;
            transform.up   = moveTo;
            if (Mathf.Abs(moveTo.x) <= StopDistance && Mathf.Abs(moveTo.y) <= StopDistance)
            {
                FindObjectOfType <SpawnSword>().WithSword = false;

                GameObject sword = Instantiate(Sword, SwordsTail.transform);
                SwordsTail.CollectSword(sword);

                Destroy(gameObject);
            }
        }
        else
        {
            if (_isChase)
            {
                transform.up = direction;
                moveTo       = Camera.ScreenToWorldPoint(Input.mousePosition) - transform.position;
            }

            if (Mathf.Abs(moveTo.x) <= StopDistance && Mathf.Abs(moveTo.y) <= StopDistance)
            {
                _isChase     = false;
                _isFliesBack = true;
            }

            if (Input.GetMouseButtonDown(0))
            {
                _isChase = false;
                FindObjectOfType <SwordPiercing>().SwordStartWait = false;
            }
        }
    }