コード例 #1
0
ファイル: Bomb.cs プロジェクト: zcf500/qjsbunitynew
    public void Explode()
    {
        // The player is now free to lay bombs when he has them.
        layBombs.bombLaid = false;

        // Make the pickup spawner start to deliver a new pickup.
        //pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup());
        pickupSpawner.Pre_DeliverPickup();

        // Find all the colliders on the Enemies layer within the bombRadius.
        Collider2D[] enemies = Physics2D.OverlapCircleAll(transform.position, bombRadius, 1 << LayerMask.NameToLayer("Enemies"));

        // For each collider...
        foreach (Collider2D en in enemies)
        {
            // Check if it has a rigidbody (since there is only one per enemy, on the parent).
            Rigidbody2D rb = en.rigidbody2D;
            if (rb != null && rb.tag == "Enemy")
            {
                // Find the Enemy script and set the enemy's health to zero.
                rb.gameObject.GetComponent <Enemy>().HP = 0;

                // Find a vector from the bomb to the enemy.
                Vector3 deltaPos = rb.transform.position - transform.position;

                // Apply a force in this direction with a magnitude of bombForce.
                Vector3 force = deltaPos.normalized * bombForce;
                rb.AddForce(force);
            }
        }

        // Set the explosion effect's position to the bomb's position and play the particle system.
        explosionFX.transform.position = transform.position;
        explosionFX.Play();

        // Instantiate the explosion prefab.
        Instantiate(explosion, transform.position, Quaternion.identity);

        // Play the explosion sound effect.
        AudioSource.PlayClipAtPoint(boom, transform.position);

        // Destroy the bomb.
        Destroy(gameObject);
    }
コード例 #2
0
ファイル: HealthPickup.cs プロジェクト: zcf500/qjsbunitynew
    void OnTriggerEnter2D(Collider2D other)
    {
        // If the player enters the trigger zone...
        if (other.tag == "Player")
        {
            // Get a reference to the player health script.
            PlayerHealth playerHealth = other.GetComponent <PlayerHealth>();

            // Increasse the player's health by the health bonus but clamp it at 100.
            playerHealth.health += healthBonus;
            playerHealth.health  = Mathf.Clamp(playerHealth.health, 0f, 100f);

            // Update the health bar.
            playerHealth.UpdateHealthBar();

            // Trigger a new delivery.
            //pickupSpawner.StartCoroutine(pickupSpawner.DeliverPickup());
            pickupSpawner.Pre_DeliverPickup();

            // Play the collection sound.
            AudioSource.PlayClipAtPoint(collect, transform.position);

            // Destroy the crate.
            Destroy(transform.root.gameObject);
        }
        // Otherwise if the crate hits the ground...
        else if (other.tag == "ground" && !landed)
        {
            // ... set the Land animator trigger parameter.
            anim.SetTrigger("Land");

            transform.parent = null;
            gameObject.AddComponent <Rigidbody2D>();
            landed = true;
        }
    }