コード例 #1
0
        //based on the input blocking type, returns a layer mask used in collision detection.
        public static LayerMask GetMaskFromBlockingType(BlockingType bType, bool includeActors = true)
        {
            int mask;

            switch (bType)
            {
            case BlockingType.walking:
                mask = Physics2D.GetLayerCollisionMask(LayerMask.NameToLayer("Walking"));
                if (includeActors == false)
                {
                    mask = mask & ~GetActorMask();
                }
                break;

            case BlockingType.flying:
                mask = Physics2D.GetLayerCollisionMask(LayerMask.NameToLayer("Flying"));
                if (includeActors == false)
                {
                    mask = mask & ~GetActorMask();
                }
                break;

            default:
            case BlockingType.ghost:
                mask = LayerMask.GetMask("Nothing");
                break;
            }
            return(mask);
        }
コード例 #2
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 void Start()
 {
     // Set filter flags on start.
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #3
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 void OnEnable()
 {
     rb2d = GetComponent <Rigidbody2D>();
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #4
0
ファイル: PhysicsObject.cs プロジェクト: illBeRoy/cut-game
 void Start()
 {
     this.facingDirection      = this.initialFacingDirection;
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #5
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Vector2         world        = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         RaycastHit2D[]  hits         = new RaycastHit2D[10];
         ContactFilter2D triggerCheck = new ContactFilter2D();
         triggerCheck.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
         triggerCheck.useTriggers = true;
         Physics2D.Raycast(world, Vector2.zero, triggerCheck, hits);
         foreach (RaycastHit2D hit in hits)
         {
             if (hit && hit.collider.gameObject == gameObject)
             {
                 if (menuActive)
                 {
                     menuActive = false;
                     personalMenu.SetActive(false);
                 }
                 else
                 {
                     menuActive = true;
                     personalMenu.SetActive(true);
                 }
             }
         }
     }
 }
コード例 #6
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 // Start is called before the first frame update
 void Start()
 {
     contactFilter.useTriggers = false;
     // Use the game object's layer as the collision mask layer
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
    IEnumerator KillPlayer()
    {
        // play death sound effect
        if (deathSFX)
        {
            PlaySound(deathSFX);
        }

        // freeze the player
        FreezeMotion();
        turnUmbrellaOn = false;

        // play the death animation
        _animator.SetTrigger("_dead");

        velocity.y = 4.0f;

        // let player doesn't collider with anyother objects in the scene
        this.gameObject.layer = _deadLayer;
        contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));

        // let death zone camera doesn't follow player anymore
        FindObjectOfType <DeadzoneCamera>().target = null;

        yield return(new WaitForSeconds(3f));

        LevelManager.lm.LoadLevel("03a EndScene");
    }
コード例 #8
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 void Start()
 {
     // Set contact filer to only check raycast collisions on gameobjects
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #9
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 void Start()
 {
     //A better way to use layers to sort objects in scene
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #10
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 // Use this for initialization
 void Start()
 {
     Physics2D.SetLayerCollisionMask(8, Physics2D.GetLayerCollisionMask(8) & ~(1 << 8));
     currentGeneration = 0;
     totalFailure      = true;
     Initialize();
 }
コード例 #11
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    // Use this for initialization
    void Start()
    {
        particle       = GetComponent <ParticleSystem>();
        circleCollider = GetComponent <CircleCollider2D>();
        Server_watcher.Singleton.onClientReady.Add(OnClientReady);

        if (!customFire)
        {
            ParticleSystem.EmissionModule particleEmit  = particle.emission;
            ParticleSystem.ShapeModule    particleShape = particle.shape;
            particleShape.radius      = 1.5f * size / 64;
            particleEmit.rateOverTime = 250 * size / 64;
            circleCollider.radius     = 1.25f * size / 64;
        }


        if (!isServer || thermal <= 0)
        {
            Destroy(circleCollider);
        }
        else if (Server_watcher.Singleton.local_player != null)
        {
            hitFilter = Physics2D.GetLayerCollisionMask(Server_watcher.Singleton.local_player.gameObject.layer);
        }
    }
コード例 #12
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 void Start()
 {
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
     //OrientationVectors myOrientation = new OrientationVectors(Vector2.right, Vector2.down);
 }
コード例 #13
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 // Start is called before the first frame update
 void Start()
 {
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     //check which collisions to detect
     contactFilter.useLayerMask = true;
 }
コード例 #14
0
 // Start is called before the first frame update
 void Start()
 {
     //Setting up the Contact Filter 2D.
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #15
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    void OnCollisionEnter2D(Collision2D col)
    {
        //Debug.Log ("collide");
        rb.velocity = new Vector2(0, 0);
        NotificationCenter.GetInstance().PostNotification("GameOver");

        // 若撞柱而死,则旋转90度下落
        if (col.collider.tag == "Tube")
        {
            Vector3 rotation = this.transform.localEulerAngles;
            this.transform.localEulerAngles = new Vector3(rotation.x, rotation.y, -90f);
        }

        this.enabled = false;
        Animator animator = GetComponent <Animator>();

        animator.enabled = false;
        //BoxCollider2D collider = GetComponent<BoxCollider2D>();
        //collider.enabled = false;
        int birdLayer  = LayerMask.NameToLayer("Bird");
        int layerMask  = Physics2D.GetLayerCollisionMask(birdLayer);
        int tubeLayer  = LayerMask.NameToLayer("Tube");
        int maskChange = ~(1 << tubeLayer);

        Physics2D.SetLayerCollisionMask(birdLayer, layerMask & maskChange);
    }
コード例 #16
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ファイル: PhysicsObject.cs プロジェクト: GalAfik/TimeRuins
 void Start()
 {
     // Set up the contact filter for collisions
     ContactFilter.useTriggers = false;
     ContactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     ContactFilter.useLayerMask = true;
 }
コード例 #17
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 // Use this for initialization
 private void Start()
 {
     //	contact filter layer setup
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #18
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    void Start()
    {
        //initializing gameObjects/components
        anim  = this.GetComponent <Animator>();
        magic = this.GetComponent <Magic>();

        contactFilter.useTriggers = false;
        contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
        //determines which layers to check for collisions using the Pysics2D settings (layer collision matrix)
        contactFilter.useLayerMask = true;

        //initializing boolean flags
        isRight       = true;
        isPushPull    = false;
        isClimbingHor = false;
        isClimbingVer = false;
        canClimb      = true;
        isHurt        = false;

        //initialing other variables
        punchCount = 0;
        theScale   = transform.localScale;

        //initializing the fist.
        fistCollider         = fistObject.GetComponent <BoxCollider2D>();
        fistCollider.enabled = false;
    }
コード例 #19
0
ファイル: PlayerMovement.cs プロジェクト: rouvanion/projet2D
 private void Awake()
 {
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
     rigidBody2D = GetComponent <Rigidbody2D>();
 }
コード例 #20
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 // Start is called before the first frame update
 void Start()
 {
     contactFilter.useTriggers = false;
     // Check LayerMask collision matrix
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #21
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    List <RaycastHit2D> hitList;            //Filtered elements from the array get copied into the list

    // Use this for initialization
    void Start()
    {
        hitArray     = new RaycastHit2D[maxCollisions];
        hitList      = new List <RaycastHit2D>(maxCollisions);
        colliderList = new List <ColliderContainer>();

        #region add colliders to the list
        List <Collider2D> coll = new List <Collider2D>();

        coll.AddRange(GetComponents <Collider2D>());   //Adds all colliders on the gameobject

        for (int i = 0; i < transform.childCount; i++) //Adds all colliders on child gameobjects
        {
            coll.AddRange(transform.GetChild(i).GetComponents <Collider2D>());
        }

        coll.RemoveAll(t => t.isTrigger);    //Removes triggers

        for (int i = 0; i < coll.Count; i++) //Adds the collider and the layer mask of it's gameobject
        {
            colliderList.Add(new ColliderContainer(coll[i], Physics2D.GetLayerCollisionMask(coll[i].gameObject.layer)));
            //Takes settings from the collision matrix in "Project Settings/Physics 2D"
        }

        #endregion

        contactFilter.useTriggers  = false;//Set the filter to ignore triggers
        contactFilter.useLayerMask = true;
    }
コード例 #22
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ファイル: Haze.cs プロジェクト: MaurizioLeombruni/FaintHaze00
    IEnumerator Skill01()
    {
        //Questa coroutine gestisce l'uso dell'abilità dell'Intangibilità.
        //Per prima cosa disabilita l'uso ripetuto dell'abilità tramite la booleana "canUseSkill01". Poi setta la booleana isIntangible per
        //comunicare al gioco che il personaggio è adesso intangibile. Ciò serve agli oggetti per far partire i rispettivi script.

        canUseSkill01 = false;
        isIntangible  = true;

        //anim.SetTrigger("Intangible");


        //Cambia il layer del personaggio, alterando la sua capacità di collidere con determinati oggetti. Serve principalmente per entrare
        //negli oggetti designati. Dopodiché aspetta per la durata dell'abilità specificata nella variabile skill01_duration per far proseguire
        //lo script e terminare gli effetti dell'intangibilità.
        gameObject.layer = 9;
        contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));

        yield return(new WaitForSeconds(skill01_duration));

        //Ripristina la normale capacità di collisione.
        gameObject.layer = 0;
        contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));

        //La booleana isStuck viene settata a vero dagli ostacoli quando il personaggio ci entra dentro, e viene messa a falso quando il personaggio esce.
        //Se il personaggio è ancora all'interno dell'ostacolo quando l'abilità termina, fa partire la funzione dello stordimento.
        if (isStuck)
        {
            StartCoroutine("Stun");
        }

        //Disabilita la condizione di intangibilità, facendo tornare il personaggio nello stato normale e facendo partire il cooldown.
        isIntangible = false;
        StartCoroutine("Skill01Cooldown");
    }
コード例 #23
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    private void ManageInteraction()
    {
        if (Input.GetAxis("Jump") != 0)
        {
            if (!fireIsPressed)
            {
                print("fire");
                fireIsPressed = true;
                ContactFilter2D contactFilter2DInteraction = new ContactFilter2D();
                contactFilter2DInteraction.useTriggers = false;

                contactFilter2DInteraction.SetLayerMask(Physics2D.GetLayerCollisionMask(LayerMask.NameToLayer("Interaction")));
                contactFilter2DInteraction.useLayerMask = true;
                RaycastHit2D[]      interactionHit           = new RaycastHit2D[16];
                List <RaycastHit2D> hitBufferListInteraction = new List <RaycastHit2D>(16);
                hitBufferListInteraction.Clear();
                int countInteraction = Physics2D.Raycast(gameObject.transform.position, Vector2.up, contactFilter2DInteraction, interactionHit);
                for (int i = 0; i < countInteraction; i++)
                {
                    hitBufferListInteraction.Add(interactionHit[i]);
                }
                if (hitBufferListInteraction.Count > 0)
                {
                    hitBufferListInteraction[0].transform.gameObject.GetComponent <Interaction>().Interact();
                }
            }
        }
        else
        {
            fireIsPressed = false;
        }
    }
コード例 #24
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    public void SpookCivilians()
    {
        int numColliders = 20;

        Collider2D[]    colliders     = new Collider2D[numColliders];
        ContactFilter2D contactFilter = new ContactFilter2D();

        contactFilter.layerMask    = Physics2D.GetLayerCollisionMask(LayerMask.NameToLayer("AI"));
        contactFilter.useLayerMask = true;
        contactFilter.useTriggers  = true;
        m_RoomCollider.OverlapCollider(contactFilter, colliders);


        GameObject player       = GameObject.Find("Player");
        int        spookedCount = 0;

        foreach (Collider2D collided in colliders)
        {
            if (collided != null && collided.tag == "Civilian")
            {
                spookedCount++;
                collided.GetComponent <Civilian>().GetSpooked();
            }
        }

        player.GetComponent <PlayerStats>().AddToSpookJuice(spookedCount * m_juicePerSpook);
        player.GetComponent <PlayerStats>().AddToScore(spookedCount * m_pointsPerSpook);
    }
コード例 #25
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 void Start()
 {
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     //Debug.Log(gameObject.layer);
     contactFilter.useLayerMask = true;
 }
コード例 #26
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    // Use this for initialization
    void Start()
    {
        stateManager = new PC2dStateManager();
        stateManager.OnStateChange += Statechanged;
        rb2d = GetComponent <Rigidbody2D>();

        //地面加速减速计算
        groundAcceleration = groundSpeed / timeToGroundSpeed;
        groundDeceleration = (groundSpeed * groundSpeed) / (2 * groundStopDistance);
        //空中加速减速计算
        airAcceleration = airSpeed / timeToAirSpeed;
        airDeceleration = (airSpeed * airSpeed) / (2 * airStopDistance);
        //起跳速度计算 v=sqrt(2gh)
        jumpStartSpeed = Mathf.Sqrt(2 * -1 * gravityModifier * Physics2D.gravity.y * jumpHeight);
        //按住跳跃键获得额外高度的时长,忽略重力
        extraJumpTime = extraJumpHeight / jumpStartSpeed;
        //设置空中可跳跃次数
        stateManager.airJumpMax = airJumpMax;
        //dash持续时间计算
        dashDuration = dashDistance / dashSpeed;

        userInput.Reset();
        contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
        contactFilter.useLayerMask = true;
    }
コード例 #27
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 private void Start()
 {
     //for collisions with other entities
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #28
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 // Start is called before the first frame update
 void Start()
 {
     // change project settings -> physics 2d layer to update layer collisions
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }
コード例 #29
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 void Start()
 {
     // not checking against Triggers
     contactFilter.useTriggers = false;
     // Use the usual Physics 2D layer collision matrix (Player Prefs -> Physics 2D)
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
 }
コード例 #30
0
ファイル: PhysicsObject.cs プロジェクト: BigRoss707/Palekin
 protected virtual void Start()
 {
     maxVertMove = gravity * gravityModifier * Physics2D.gravity.magnitude;
     contactFilter.useTriggers = false;
     contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
     contactFilter.useLayerMask = true;
 }