public void OnArrowEnter(Arrow_Controller _arrow) { float dis = Vector2.Distance(new Vector2(this.transform.position.x, this.transform.position.y), new Vector2(_arrow.g_center_transform.position.x, _arrow.g_center_transform.position.y)); int score = 5; for (int i = 0; i < 4; i++) { if (dis < m_score_dis_array[i]) { break; } else { score--; } } ScoreBoard score_board = Instantiate(Board_Prefab); score_board.transform.position = _arrow.g_center_transform.position + new Vector3(0.0f, 0.5f, 1.0f); SceneController.Level_Current.GetComponent <Arrow_Score_Cal>().Arrow_Target(score); score_board.SetScore(score); }
void Fire() { m_arrow.GetComponent <LineRenderer>().enabled = false; this.GetComponent <AudioSource>().Play(); float power = Vector3.Distance(m_up_transform.position, p_righthand_transform.position) + Vector3.Distance(m_down_transform.position, p_righthand_transform.position) - Vector3.Distance(m_up_transform.position, m_down_transform.position); m_arrow.Fire(power * 3500.0f); m_arrow = null; m_bow_state = Bow_State.Waiting; Invoke("Create_Arrow", 0.25f); }
void Create_Arrow() { m_arrow = Instantiate(p_arrow_prefab); m_arrow.transform.SetParent(this.transform.parent.parent); m_bow_state = Bow_State.Holding; }