void Start() { p_Player = GetComponentInParent <player_Move>(); p_Player.gunfocus = this; left = p_Player.transform.localScale - new Vector3(p_Player.transform.localScale.x * 2, 0, 0); right = p_Player.transform.localScale; }
void collisionCheck() { BoxCollider2D box_collider = transform.GetComponent <BoxCollider2D>(); //컴포넌트를 얻어옴 box_collider.enabled = false; //자신 충돌 체크 꺼줌 Collider2D[] hit = Physics2D.OverlapBoxAll(transform.position + new Vector3(box_collider.offset.x, box_collider.offset.y), new Vector2(box_collider.size.x * transform.localScale.x, box_collider.size.y * transform.localScale.y), 0, 1 << 8); //충돌 정보를 얻어옴 if (hit != null) { foreach (Collider2D i in hit) { if (i.tag == "Bullet" && i.GetComponent <Bullet>() != null) { if (Hp > 0) { Hp -= i.GetComponent <Bullet>().bullet_damage; } else { Hp = 0; } i.GetComponent <Bullet>().LocalDestroy(true); } if (i.tag == "Player" && i.GetComponent <player_Move>() != null) { player_Move temp = i.GetComponent <player_Move>(); temp.Doknockback(transform.position, i.transform.position); } } } box_collider.enabled = true;//다시 자신의 충돌 체크를 켜줌 }
// Start is called before the first frame update void Start() { animator = GetComponent <Animator>(); photonView = GetComponent <PhotonView>(); player_Move = GetComponent <player_Move>(); }