// Use this for initialization protected override void Awake() { realPlayer = FindObjectOfType <MePlayer>(); base.Awake(); // money = .3f; GameObject tempGO = new GameObject(this.transform.name, typeof(Rigidbody2D)); tempGO.transform.position = this.transform.position; this.transform.parent = tempGO.transform; parentRig2D = tempGO.GetComponent <Rigidbody2D> (); parentRig2D.isKinematic = true; mySpring2D = this.GetComponent <SpringJoint2D> (); mySpring2D.connectedBody = parentRig2D; moveRig2D = parentRig2D; //if (isEarnMoneyPerT) { // earnMoneyT = Random.Range (fastT, slowT); // earnedMoneyPerT = workForMoneyRate * earnMoneyT; // workForMoneyRate = 0; // dT = Random.Range (0, slowT); //} hurtMoney = (natureMoney / hurtCount) * 1.2f; }
//其它元素介入 protected virtual void OnTriggerEnter2D(Collider2D other) { MePlayer player = other.GetComponent <MePlayer> (); if (player != null) { player.Die(); } }
void OnTriggerExit2D(Collider2D other) { MePlayer player = other.GetComponent <MePlayer> (); if (player != null) { SetMoveAble(false); } }
//玩家离开 void OnTriggerExit2D(Collider2D other) { MePlayer player = other.GetComponent <MePlayer> (); if (player != null) { mySr.color = Color.white; } }
//玩家踩入,重置方块 void OnTriggerEnter2D(Collider2D other) { MePlayer player = other.GetComponent <MePlayer> (); if (player != null) { Reset(); mySr.color = trigColor; } }
// // Update is called once per frame // void Update () { // // } void OnTriggerEnter2D(Collider2D other) { MePlayer mePlayer = other.GetComponent <MePlayer> (); if (mePlayer != null) { print("player is exit"); col.enabled = false; MonoLogue.Instance.ShowThenHideMonlogue(YaLocalization.GetLevelMonoLogue(levelNum, index)); } }
// // // Update is called once per frame // void Update () { // // } // bool FullyContains(Collider2D resident){ // Collider2D zone = this.GetComponent<Collider2D> (); // return zone.bounds.Contains (resident.bounds.max) && zone.bounds.Contains (resident.bounds.min); // } // // void OnTriggerStay2D(Collider2D other){ // MePlayer mePlayer = other.GetComponent<MePlayer> (); // if (mePlayer == null) // return; // // if (FullyContains (other)) { // print ("player is inside"); // col.enabled = false; // } // } void OnTriggerEnter2D(Collider2D other) { MePlayer mePlayer = other.GetComponent <MePlayer> (); if (mePlayer != null) { print("player is exit"); col.enabled = false; GameUI.Instance.GameWin(); mePlayer.enabled = false; } }
// Use this for initialization void Start() { mePlayer = Object.FindObjectOfType <MePlayer> (); curLevel = PlayerPrefs.GetInt("curLevel", 0); if (curLevel == 0) { StartCoroutine(TitleWaiting()); } else { titleUI.alpha = 0; StartCoroutine(ReadyToStartLevel(curLevel)); } }
private void MePlayer_OnMediaEnded(object sender, RoutedEventArgs e) { if (loop) { MePlayer.Position = TimeSpan.Zero; MePlayer.Play(); return; } var next = playlist.currentPlaylist.Next(); if (next != null) { MePlayer.Source = next; playlist.LbPlaylist.SelectedIndex = playlist.currentPlaylist.currentIndex; } }
public void Stop_Executed(object sender, ExecutedRoutedEventArgs e) { MePlayer.Stop(); mediaPlayerIsPlaying = false; }
public void Pause_Executed(object sender, ExecutedRoutedEventArgs e) { MePlayer.Pause(); }
private void Play_Executed(object sender, ExecutedRoutedEventArgs e) { MePlayer.Play(); mediaPlayerIsPlaying = true; }