void do_down_block(Collider2D col)
    {
        //Debug.Log("do_down_block "+ move_direction);
        bool isStop = false;

        if (move_direction == 1)
        {
            if ((col.gameObject.transform.position.x == transform.position.x) && (col.gameObject.transform.position.y < transform.position.y))
            {
                isStop             = true;
                transform.position = col.gameObject.transform.position + Vector3.up;
                //Debug.Log("down");
            }
            else
            {
                isStop = false;
            }
        }
        else if (move_direction == 2)
        {
            unidirection_controller u_c = col.gameObject.GetComponent <unidirection_controller>();
            u_c.open_door();
            return;
        }
        else if (move_direction == 3)
        {
            return;
        }
        else if (move_direction == 4)
        {
            return;
        }

        if (isStop == true)
        {
            load_sound();
            if (col.gameObject.transform.position.y + 0.5 < transform.position.y)
            {
                move_direction = 0;
            }
            else
            {
                return;
            }
        }
    }
Esempio n. 2
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    void OnTriggerEnter2D(Collider2D col)
    {
        Debug.Log("attact tag is " + col.tag);

        if (col.gameObject.tag == Common_data.PANDA_TAG)
        {
            explode_effect(col);
            panda_controller p_c = col.gameObject.GetComponent <panda_controller>();
            p_c.dead();
            load_sound();
            dead();
        }
        else if (col.gameObject.tag == Common_data.ICE_BLOCK_TAG)
        {
            explode_effect(col);
            dead();
            ice_controller i_c = col.gameObject.GetComponent <ice_controller>();
            i_c.attact();
        }
        else if (col.gameObject.tag == Common_data.UP_BLOCK_TAG)
        {
            if (move_direction == 1)
            {
                unidirection_controller u_c = col.gameObject.GetComponent <unidirection_controller>();
                u_c.open_door();
            }
            else if (move_direction == 2)
            {
                explode_effect(col);
                load_sound();
                dead();
            }
            else
            {
                return;
            }
        }
        else if (col.gameObject.tag == Common_data.DOWN_BLOCK_TAG)
        {
            if (move_direction == 1)
            {
                explode_effect(col);
                load_sound();
                dead();
            }
            else if (move_direction == 2)
            {
                unidirection_controller u_c = col.gameObject.GetComponent <unidirection_controller>();
                u_c.open_door();
            }
            else
            {
                return;
            }
        }
        else if (col.gameObject.tag == Common_data.LEFT_BLOCK_TAG)
        {
            if (move_direction == 3)
            {
                unidirection_controller u_c = col.gameObject.GetComponent <unidirection_controller>();
                u_c.open_door();
            }
            else if (move_direction == 4)
            {
                explode_effect(col);
                load_sound();
                dead();
            }
            else
            {
                return;
            }
        }
        else if (col.gameObject.tag == Common_data.RIGHT_BLOCK_TAG)
        {
            if (move_direction == 4)
            {
                unidirection_controller u_c = col.gameObject.GetComponent <unidirection_controller>();
                u_c.open_door();
            }
            else if (move_direction == 3)
            {
                explode_effect(col);
                load_sound();
                dead();
            }
            else
            {
                return;
            }
        }
        else
        {
            if (col.gameObject.tag != Common_data.BARELL_COLLIDER_TAG && col.gameObject.tag != Common_data.ATTACT_ENEMY_TAG && col.gameObject.tag != Common_data.STREET_TAG && col.gameObject.tag != "trap_collider" && col.gameObject.tag != "trap" && col.gameObject.tag != Common_data.BULLET_TAG)
            {
                explode_effect(col);
                load_sound();
                dead();
            }
        }
    }