コード例 #1
0
    private void OnTriggerStay2D(Collider2D collision)
    {
        PlayerBody pb = collision.gameObject.GetComponent <PlayerBody>();

        if (collision.CompareTag("Player") && pb.Lying && pb.WhichPlayer != playerBody.WhichPlayer)
        {
            if (playerBody.do_time > 1)
            {
                if (pb.Trash > 0)
                {
                    int temp = Mathf.CeilToInt(pb.Trash * (float)playerBody.Do_num / 100);
                    pb.Loss_Garbage(temp);
                    playerBody.Pick_Garbage(temp);
                    playerBody.do_time = 0;
                    pb.ShowEmoji(PlayerBody.Emojis.Bedo, 3f);
                    playerBody.ShowEmoji(PlayerBody.Emojis.Do, 3f);
                    AudioManager.Instance.SoundPlay("sfx/Do");
                    AudioManager.Instance.SoundPlay("sfx/BeDo");
                }
            }
            else
            {
                playerBody.do_time += Time.deltaTime;
            }
        }
    }
コード例 #2
0
ファイル: Shoot.cs プロジェクト: Biang2016/SaloonArenaGGJ2019
    void Fire()
    {
        PlayerBody.Loss_Garbage(damage);
        Vector3 dir = shoot_point.position - transform.position;

        dir.Normalize();
        int sfx_index = Random.Range(0, 2);

        PlayerBody.SoundPlay("sfx/HitFromFar_" + sfx_index, 0.5f);
        Ammo am = GameObjectPoolManager.Instance.Pool_GarbageLitter.AllocateGameObject <Ammo>(GameBoardManager.Instance.GameBoardGarbagesCanvas.transform);

        am.transform.position   = shoot_point.transform.position;
        am.transform.rotation   = shoot_point.transform.rotation;
        am.Rigidbody2D.velocity = dir * shoot_speed;
        am.Initialize(PlayerBody.WhichPlayer, PlayerBody.WhichRobot);
        PlayerBody.ShootParticleSystem.gameObject.SetActive(true);
        PlayerBody.ShootParticleSystem.Play();
    }