void OnTriggerEnter2D(Collider2D collider) { if (CPlayer._skillOn != true) { if (collider.tag == "SHOOT") { _shoot.SetActive(false); _skilldie = false; _enemyHit.SetActive(true); CShoot hitDamage = collider.GetComponent <CShoot>(); _hp += (10 * CGameManager._balance); // 게임매니저 난이도 밸런스 적용. _hp -= (hitDamage._damage * CPlayer._playerBalance); // 플레이어 레벨업 밸런스 적용. CGameManager._comboCount += 1; CGameManager._comboSucess = true; _comboImage = GameObject.Find("Combo").transform.FindChild("ComboImage").GetComponent <CUIDissable>(); _comboImage.SetActiveMe(); CGameManager._ComboResetCount = 3.5f; _animator.SetBool("EnemyDamaged", true); if (collider.transform.position.x > gameObject.transform.position.x) { transform.Translate(-Vector2.right * 0.4f); } else { transform.Translate(Vector2.right * 0.4f); } } if (collider.tag == "SKILLFIRE") { _shoot.SetActive(false); _skilldie = true; _enemyHit.SetActive(true); CSkillFire hitSkillDamage = collider.GetComponent <CSkillFire>(); _hp *= CGameManager._balance; // 게임매니저 난이도 밸런스 적용. _hp -= (hitSkillDamage._damage * CPlayer._playerBalance); // 플레이어 레벨업 밸런스 적용. if (collider.transform.position.x > gameObject.transform.position.x) { transform.Translate(-Vector2.right * 1.2f); } else { transform.Translate(Vector2.right * 1.2f); } } } }
void OnTriggerEnter2D(Collider2D collider) { if (CPlayer._skillOn != true) { if (collider.tag == "SHOOT") { _shoot.SetActive(false); _skilldie = false; _enemyHit.SetActive(true); CShoot hitDamage = collider.GetComponent<CShoot>(); _hp += (10 * CGameManager._balance); // 게임매니저 난이도 밸런스 적용. _hp -= (hitDamage._damage * CPlayer._playerBalance); // 플레이어 레벨업 밸런스 적용. CGameManager._comboCount += 1; CGameManager._comboSucess = true; _comboImage = GameObject.Find("Combo").transform.FindChild("ComboImage").GetComponent<CUIDissable>(); _comboImage.SetActiveMe(); CGameManager._ComboResetCount = 3.5f; _animator.SetBool("EnemyDamaged", true); if (collider.transform.position.x > gameObject.transform.position.x) { transform.Translate(-Vector2.right * 0.4f); } else { transform.Translate(Vector2.right * 0.4f); } } if (collider.tag == "SKILLFIRE") { _shoot.SetActive(false); _skilldie = true; _enemyHit.SetActive(true); CSkillFire hitSkillDamage = collider.GetComponent<CSkillFire>(); _hp *= CGameManager._balance; // 게임매니저 난이도 밸런스 적용. _hp -= (hitSkillDamage._damage * CPlayer._playerBalance); // 플레이어 레벨업 밸런스 적용. if (collider.transform.position.x > gameObject.transform.position.x) { transform.Translate(-Vector2.right * 1.2f); } else { transform.Translate(Vector2.right * 1.2f); } } } }