コード例 #1
0
ファイル: Movimento3.cs プロジェクト: RockatanskyV8/bp1_T
 void Start()
 {
     rigidBody = GetComponent <Rigidbody> ();
     Colli = GetComponent <Colider> ();
     __localI = Matrix4x4.Scale (rigidBody.inertiaTensor);
     _globalL = rigidBody.angularVelocity;
 }
コード例 #2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (state == State.toBalcony)
        {
            if (collision.name == "Balcony")
            {
                state = State.toDoor;
                DialogueManager.instance.ShowDialogue("R1-ROOM2");
            }
        }
        else if (state == State.toDoor)
        {
            if (collision.name == "Door")
            {
                state = State.toLobbyDoor;
                Vector2 pos = new Vector2(-0.4f, -2.62f);
                instance.transform.localPosition = pos;
                SceneManager.LoadScene("Lobby");
            }
        }
        else if (state == State.toLobbyDoor && collision.name == "Lobby_Door")
        {
            DialogueManager.instance.ShowDialogue("R1-LOBBY1");
            StartCoroutine(WaitTillSpeakingEnd());
            state = State.toRoom;
        }
        else if (state == State.toRoom && SceneManager.GetActiveScene().name == "Lobby" && collision.name == "DoorCollider (1)")
        {
            state = State.toTelephone;
            Vector2 pos = new Vector2(1.95f, 6.86f);
            instance.transform.localPosition = pos;

            SceneManager.LoadScene("Room");
        }
        else if (SceneManager.GetActiveScene().name == "Room" && state == State.toDoctor && collision.name == "Door")
        {
            // 부자의 위치를 로비의 입구쪽으로 옮겨야 함.
            Vector2 tmp = new Vector2(-0.4f, -2.62f);
            RichRoomCollider.instance.transform.position = tmp;
            SceneManager.LoadScene("Lobby");
        }
        else if (SceneManager.GetActiveScene().name == "Lobby" && state == State.toDoctor && collision.name == "DoorCollider")
        {
            state = State.toTakeDoctor;
            DialogueManager.instance.ShowDialogue("R2-LOBBY3");
        }
        else if (state == State.toTakeDoctor && collision.name == "DoorCollider (1)")
        {
            state = State.toTakeDoctorToRoom;
            Colider col = GameObject.Find("InteractionPoints").GetComponent <Colider>();
            StartCoroutine(col.FadeInAndOut("out"));
        }
        else if (state == State.toGoToLobbyDoor && collision.name == "DoorCollider")
        {
            state = State.PhaseEnd;
            DialogueManager.instance.ShowDialogue("R2-LOBBY4");
        }
        else if (state == State.toGoToLobbyDoor && collision.name == "Door")
        {
            // 부자의 위치를 로비의 입구쪽으로 옮겨야 함.
            Vector2 tmp = new Vector2(-0.4f, -2.62f);
            RichRoomCollider.instance.transform.position = tmp;
            SceneManager.LoadScene("Lobby");
        }
        // 여기에 아무 컨디션 상관 없을때 (조건에 걸리지 않았을 때) 방 이라면 로비로, 로비라면 방으로 이동할 수 있게끔 해줘야 함.

        /*
         * else {
         *  if (SceneManager.GetActiveScene().name == "Room")
         *      SceneManager.LoadScene("Lobby");
         *  else
         *  {
         *      SceneManager.LoadScene("Room");
         *  }
         * }
         */
    }
コード例 #3
0
 void OnTriggerExit(Colider other)
 {
     CanMove = true;
 }