Esempio n. 1
0
    public void OnEnter(Collider other, Transform src)
    {
        _status = this.DetectedStatus();

        //DebugWide.LogBlue ("sdfsdfsf");
        this.ComputeIKTarget(null, other, src);
    }
Esempio n. 2
0
    public void OnEnter(Collision collision, Transform src)
    {
        cpList  = collision.contacts;
        _status = this.DetectedStatus();


        if (_status == eCollisionStatus.Hit || _status == eCollisionStatus.Block_Objects ||
            _status == eCollisionStatus.Block_Weapon)
        {
            if (0 != cpList.Length)
            {
                this.ComputeIKTarget(collision, collision.collider, src);
                CounterBlock.Single.particle.PlayDamage(cpList[0].point);
            }
        }
    }
Esempio n. 3
0
 public void OnExit(Collider other, Transform src)
 {
     _status = this.DetectedStatus();
 }
Esempio n. 4
0
    public eCollisionStatus DetectedStatus()
    {
        //* body head sword knife
        //myBody <- body	:	my block_body
        //myBody <- weapon	:   my damage
        //myBody <- knife	:	my damage

        //myHead <- weapon  :	my damage

        //myWeapon -> body	:	opponent damage
        //myWeapon -> weapon:	opponent block_weapon

        //==========================================

        eCollisionStatus detect = eCollisionStatus.None;


        switch (this._myColliderKind)
        {
        case eColliderKind.Body:
        {
            //1.myBody <- body : my block_body
            if (eColliderKind.Body == this._oppColliderKind)
            {
                detect = eCollisionStatus.Block_Body;
            }
            if (eColliderKind._HandLeft == this._oppColliderKind)
            {
                detect = eCollisionStatus.Block_Body;
            }
            if (eColliderKind._HandRight == this._oppColliderKind)
            {
                detect = eCollisionStatus.Block_Body;
            }
            if (eColliderKind._Head == this._oppColliderKind)
            {
                detect = eCollisionStatus.Block_Body;
            }
            //2.myBody <- weapon : my damage
            if (eColliderKind.Weapon == this._oppColliderKind)
            {
                detect = eCollisionStatus.Damage;
            }
        }
        break;

        //3.myWeapon -> weapon : opponent block_weapon
        case eColliderKind.Weapon:
        {
            if (eColliderKind.Weapon == this._oppColliderKind)
            {
                detect = eCollisionStatus.Block_Weapon;
            }
            if (eColliderKind.Body == this._oppColliderKind)
            {
                detect = eCollisionStatus.Hit;
            }
            if (eColliderKind._HandLeft == this._oppColliderKind)
            {
                detect = eCollisionStatus.Hit;
            }
            if (eColliderKind._HandRight == this._oppColliderKind)
            {
                detect = eCollisionStatus.Hit;
            }
            if (eColliderKind._Head == this._oppColliderKind)
            {
                detect = eCollisionStatus.Hit;
            }
            if (eColliderKind.Objects == this._oppColliderKind)
            {
                detect = eCollisionStatus.Block_Objects;
            }
        }
        break;
        }

        return(detect);
    }