public void setHitBox(hitBoxes val) { if (val != hitBoxes.clear) { localCollider.SetPath(0, colliders[(int)val].GetPath(0)); return; } localCollider.pathCount = 0; }
public void setHitBox(hitBoxes val) { if(val != hitBoxes.clear) { localCollider.SetPath(0, colliders[(int)val].GetPath(0)); return; } localCollider.pathCount = 0; }
void Start() { // Set up an array so our script can more easily set up the hit boxes colliders = new PolygonCollider2D[] { box1, box2 }; val = hitBoxes.frame2Box; // Create a polygon collider localCollider = gameObject.AddComponent <PolygonCollider2D>(); localCollider.isTrigger = true; // Set as a trigger so it doesn't collide with our environment localCollider.pathCount = 0; // Clear auto-generated polygons }
public void setHitBox(hitBoxes val) { if (val != hitBoxes.clear) { // Debug.Log("HI"); localCollider.SetPath(0, colliders[(int)val].GetPath(0)); return; } resetHitBox(); }
public void setHitBox() { //localCollider.pathCount = 0; if (val != hitBoxes.clear) { localCollider.SetPath(0, colliders[(int)val].GetPath(0)); val++; return; } localCollider.pathCount = 0; val = hitBoxes.frame2Box; }
public void setHitBox(hitBoxes val) { healthsDamaged.Clear(); // Clear the list of damaged healths everytime we start a new attack // Set the polygon collider to be equal as the target one if (val != hitBoxes.clear) { localCollider.SetPath(0, colliders[(int)val].GetPath(0)); return; } // If the value is Clear, set the pathcount of the polygoncollider2D to 0 (No Collisions) localCollider.pathCount = 0; }
public void setHitBox(hitBoxes num) { }