void OnCollisionStay(Collision e) { if (e.gameObject.name.Contains("Hero")) { gameStatusOp.patrolHitHeroAndGameover(); Debug.Log("Game Over!"); } }
void OnCollisionStay(Collision e) { if (e.gameObject.name.Contains("Patrol") || e.gameObject.name.Contains("fence") || e.gameObject.tag.Contains("FenceAround")) { isCatching = false; addAction.addRandomMovement(this.gameObject, false); } if (e.gameObject.name.Contains("Hero")) { gameStatusOp.patrolHitHeroAndGameover(); } }
void OnCollisionStay(Collision e) { //hit other patrol, move to other direction if (e.gameObject.name.Contains("Patrol")) { isCatching = false; addAction.addRandomMovement(this.gameObject, false); } //hit hero, game over if (e.gameObject.name.Contains("hero")) { gameStatusOp.patrolHitHeroAndGameover(); Debug.Log("Game Over!"); } }
void OnCollisionStay(Collision e) { //撞击围栏,选择下一个点移动 if (e.gameObject.name.Contains("Patrol") || e.gameObject.name.Contains("fence") || e.gameObject.tag.Contains("FenceAround")) { isCatching = false; addAction.addRandomMovement(this.gameObject, false); } //撞击hero,游戏结束 if (e.gameObject.name.Contains("Hero")) { gameStatusOp.patrolHitHeroAndGameover(); Debug.Log("Game Over!"); } }
void OnCollisionStay(Collision e) { //撞击围栏,选择下一个点移动 if (e.gameObject.name.Contains("Patrol") || e.gameObject.name.Contains("Bondary") || e.gameObject.name.Contains("Cross")) { isCatching = false; addAction.addRandomMovement(this.gameObject, false); } //撞击hero,游戏结束 if (e.gameObject.name.Contains("player")) { gameStatusOp.patrolHitHeroAndGameover(); Debug.Log("Game Over!"); } }