コード例 #1
0
 void HandleExit(Collider2D collision)
 {
     if (activeTake && collision.GetComponent <PlayerFSM>() != null)
     {
         ActivateTake(false);
     }
     hitableState = HitableState.idle;
 }
コード例 #2
0
    public new void OnEnable()
    {
        base.OnEnable();
        hitableState = HitableState.idle;
        activeTake   = false;
        setState((int)HitableState.idle);
        status.init();

        tmpMat     = _sr.material;
        _sr.sprite = myHitableInfo.DefaultSprite;
        setStrategy();
    }
コード例 #3
0
 private void OnEnable()
 {
     _sr          = GetComponent <SpriteRenderer>();
     _collider2D  = GetComponent <Collider2D>();
     hitableState = HitableState.idle;
     activeTake   = false;
     _sr.sprite   = myHitableInfo.DefaultSprite;
     tmpMat       = _sr.material;
     showEffect   = false;
     status       = new StatusBase();
     initData();
     setBuffImmune();
 }
コード例 #4
0
 void HandleEnter(Collider2D collision)
 {
     if (hitableState == HitableState.idle)
     {
         if (collision.GetComponent <FSMbase>() != null)
         {
             CollisionFunc();
         }
     }
     if (collision.GetComponent <PlayerFSM>() != null)
     {
         ActivateTake(true);
     }
     hitableState = HitableState.collision;
 }
コード例 #5
0
 void HandleEnter(Collider2D collision)
 {
     if (hitableState == HitableState.idle)
     {
         if (collision.GetComponent <PlayerFSM>() == null)
         {
             OnOtherEnter(collision);
         }
     }
     if (collision.GetComponent <PlayerFSM>() != null)
     {
         OnPlayerEnter();
         ActivateTake(true);
     }
     hitableState = HitableState.collision;
 }