コード例 #1
0
    public bool Recheck()
    {
        bool result = false;

        Collider[] objs = Physics.OverlapSphere(this.transform.position, this.radius / 2f);
        foreach (Collider col in objs)
        {
            GameUnit unit = col.gameObject.GetComponentInParent <GameUnit>();
            if (unit != null && !unit.Equals(this.parent) && !unit.hasAuthority && !this.enemiesInRange.Contains(unit))
            {
                this.enemiesInRange.Add(unit);
                result = true;
            }
        }
        return(result);
    }
コード例 #2
0
ファイル: AttackArea.cs プロジェクト: kyapp69/Multiplier
    public void OnTriggerExit(Collider other)
    {
        GameUnit unit = other.GetComponent <GameUnit>();

        if (unit != null)
        {
            Renderer unitRenderer = unit.GetComponent <Renderer>();
            if ((!unit.hasAuthority && this.enemiesInAttackRange.Contains(unit) && !unit.Equals(this.parent)) || (!unitRenderer.enabled && this.enemiesInAttackRange.Contains(unit)))
            {
                this.enemiesInAttackRange.Remove(unit);
                this.exitedList.Add(unit);
            }
        }
        else
        {
            AIUnit AIunit = other.GetComponent <AIUnit>();
            if (AIunit != null && this.otherEnemies.Contains(AIunit))
            {
                this.otherEnemies.Remove(AIunit);
            }
        }
    }
コード例 #3
0
ファイル: AttackArea.cs プロジェクト: kyapp69/Multiplier
    public void OnTriggerEnter(Collider other)
    {
        GameUnit unit = other.GetComponent <GameUnit>();

        if (unit != null)
        {
            Renderer unitRenderer = unit.GetComponent <Renderer>();
            if (!unit.hasAuthority && unitRenderer.enabled && !this.enemiesInAttackRange.Contains(unit) && !unit.Equals(this.parent))
            {
                this.enemiesInAttackRange.Add(unit);
            }
        }

        AIUnit AIunit = other.GetComponent <AIUnit>();

        if (AIunit != null && !this.otherEnemies.Contains(AIunit))
        {
            this.otherEnemies.Add(AIunit);
        }

        if (this.exitedList.Count > 0)
        {
            this.exitedList.Clear();
        }
        if (this.exitedEnemies.Count > 0)
        {
            this.exitedEnemies.Clear();
        }
    }