コード例 #1
0
 private void OnTriggerEnter(Collider otherCollider)
 {
     if (TriggerEnter != null)
     {
         TriggerEnter.Invoke(otherCollider);
     }
 }
コード例 #2
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 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag != "Player")
     {
         TriggerEnter?.Invoke(this, other.gameObject);
     }
 }
コード例 #3
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 public void OnTriggerEnter(Collider other)
 {
     if (CheckLayer(other))
     {
         TriggerEnter?.Invoke(other);
     }
 }
コード例 #4
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    private GameObject prefabObject;    // The actual location of the prefab that is moving


    // MONO FUNCTIONS ----------------------------------------------------------------------------- |

    /*
     * This function is called when the game is booted and is used for initializations.
     *
     */
    void Start()
    {
        enter = transform.GetComponentInChildren <TriggerEnter>();
        // Event listeners
        IDied.AddListener(nullPing);
        IGotHit.AddListener(nullPing2);
        IShot.AddListener(nullPing2);
        IPerformed.AddListener(nullPing3);
        enter.addItemListener(triggered);

        speedDisplay = prefabObject.transform.Find("SpeedUp").gameObject;
        powerDisplay = prefabObject.transform.Find("Power").gameObject;
        speedDisplay.SetActive(false);
        powerDisplay.SetActive(false);

        gm = GameObject.Find("Main Camera").GetComponent <GameManager>();
        gm.addDamageListener(MyTeam, playerNumber, RecordHit);

        anim = prefabObject.transform.Find("Space_Soldier_A_LOD1").GetComponent <Animator>();
        part = prefabObject.GetComponent <ParticleSystem>();

        visible = new List <GameObject>();
        visibleEnemyLocations = new List <Vector3>();
        attackedFromLocations = new List <Vector3>();

        moveDestination = prefabObject.transform.position;

        // These functions are called every second. useful for timers and other time based events
        InvokeRepeating("reloadTimerCountdown", 0.0f, 1.0f);
        InvokeRepeating("respawnTimerCountdown", 0.0f, 1.0f);
        InvokeRepeating("enemyLocationTimerCountdown", 0.0f, 1.0f);
    }
コード例 #5
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 private void OnTriggerEnter(Collider other)
 {
     if (!triggerEntered)
     {
         triggerEntered = true;
         TriggerEnter?.Invoke(other);
     }
 }
コード例 #6
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ファイル: TriggerListener.cs プロジェクト: Alexey512/ZigZag
        private void OnTriggerEnter(Collider other)
        {
            var entity = other.GetComponentInParent <IGameEntity>();

            if (entity != null && TriggerEnter != null)
            {
                TriggerEnter?.Invoke(entity);
            }
        }
コード例 #7
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    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            return;
        }

        TriggerEnter?.Invoke();
    }
コード例 #8
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ファイル: Trigger.cs プロジェクト: nheisterkamp/bepmod
        protected virtual void OnTriggerEnter(EventArgs e)
        {
            Log("Entered trigger: " + _name);
            if (debugLevel > 1)
            {
                ShowMessage("Entered trigger: " + ToString());
            }

            TriggerEnter?.Invoke(this, index, e);
        }
コード例 #9
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ファイル: Collider.cs プロジェクト: Jiankors/FlaxAPI
        internal void OnTriggerEnter(Collider collider)
        {
            TriggerEnter?.Invoke(collider);

            var rigidbody = AttachedRigidBody;

            if (rigidbody)
            {
                rigidbody.OnTriggerEnter(collider);
            }
        }
コード例 #10
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 internal void Trigger(Collider2D other, CollisionPairState state)
 {
     if (state.enter)
     {
         TriggerEnter?.Invoke(other);
     }
     if (state.stay)
     {
         TriggerStay?.Invoke(other);
     }
     if (state.exit)
     {
         TriggerExit?.Invoke(other);
     }
 }
コード例 #11
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    void Start()
    {
        CurrentState       = false;
        EnterTrigger.layer = 2;

        worldmanager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <WorldManager>();

        player = GameObject.FindGameObjectWithTag("Player");
        if (UseMultipleRefPoints == false)
        {
            ExitTrigger.layer = 2;
            destroyself d = ExitTrigger.AddComponent <destroyself>();
            d.timer = DestroyTimer;
            d.t     = this;
        }
        else
        {
            for (int i = 0; i < numPoints; i++)
            {
                ExitTriggers[i].layer = 2;
                destroyself d = ExitTriggers[i].AddComponent <destroyself>();
                d.timer = DestroyTimer;
                d.t     = this;
                d.id    = i;
            }
        }
        if (!GameObject.FindGameObjectWithTag("GameManager"))
        {
            Debug.LogError("Could not find the GameManager");
        }
        if (UseWaypoint == true)
        {
            //if(Waypoint.target)
            //target=Waypoint.target;
        }
        if (EnterTrigger)
        {
            TriggerEnter t = EnterTrigger.AddComponent <TriggerEnter>();
            t.t = this;

            t.w = WaypointProgress;
        }
    }
コード例 #12
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    void OnTriggerEnter(Collider other)
    {
        //leuchtenden Ring durch Tunnel schicken
        TriggerEnter.OnTriggerEnter(other);
        var main = ps.main;

        if (other.gameObject.name == "Coin_new(Clone)")
        {
            main.startColor = blue;
        }
        else if (other.gameObject.name == "Structure_subdiv2(Clone)")
        {
            main.startColor = red;
        }
        else if (other.gameObject.name == "Boni(Clone)")
        {
            main.startColor = green;
        }
        ps.Play();
    }
コード例 #13
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    void OnTriggerEnter(Collider other)
    {
        var main = psh.main;

        if (other.gameObject.name == "Coin_new(Clone)")
        {
            main.startColor = blue;
        }
        else if (other.gameObject.name == "Structure_subdiv2(Clone)")
        {
            main.startColor = red;
        }
        else if (other.gameObject.name == "Boni(Clone)")
        {
            main.startColor = green;
        }

        StartCoroutine(PlayAnimation());
        psh.Play();


        TriggerEnter.OnTriggerEnter(other);
    }
コード例 #14
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 private void OnTriggerEnter(Collider collider)
 {
     TriggerEnter?.Invoke(gameObject, collider);
 }
コード例 #15
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     TriggerEnter?.Invoke(_collider2D, collision);
 }
コード例 #16
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ファイル: RigidBody.cs プロジェクト: Jiankors/FlaxAPI
 internal void OnTriggerEnter(Collider collider)
 {
     TriggerEnter?.Invoke(collider);
 }
コード例 #17
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 private void OnTriggerEnter(Collider other)
 {
     TriggerEnter.Invoke();
 }
コード例 #18
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 private void OnTriggerEnter(Collider other) =>
 TriggerEnter?.Invoke(other);
コード例 #19
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ファイル: CollisionProxy.cs プロジェクト: tsani/tanks
 void OnTriggerEnter(Collider collider) =>
 TriggerEnter?.Invoke(collider);
コード例 #20
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 private void OnTriggerEnter2D()
 {
     TriggerEnter.InvokeSafe(this);
 }
コード例 #21
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ファイル: Detector.cs プロジェクト: xanderclue/LegendsOfWar
 private void OnTriggerEnter(Collider col)
 {
     TriggerEnter?.Invoke(col.gameObject);
 }
コード例 #22
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ファイル: Mob.cs プロジェクト: Sadalmalik/SocSimulation
 public void OnTriggerEnter(Collider other)
 {
     TriggerEnter.SafeInvoke(other);
 }
コード例 #23
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 private void OnTriggerEnter2D(Collider2D other)
 {
     TriggerEnter?.Invoke(this, other.gameObject);
 }
コード例 #24
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 public void Initialize(TriggerEnter triggerDelecate)
 {
     onTrigger = triggerDelecate;
 }
コード例 #25
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 private void OnTriggerEnter(Collider other)
 {
     TriggerEnter?.Invoke(other.gameObject);
 }
コード例 #26
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 private void OnTriggerEnter(Collider other)
 {
     TriggerEnter?.Invoke(this, new TriggerEventArgs(other));
 }
コード例 #27
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ファイル: CollisionRaiser.cs プロジェクト: pdm1996/Fragsurf-2
        //private void OnCollisionEnter(Collision collision)
        //{
        //    TriggerEnter?.Invoke(collision.collider);
        //}

        //private void OnCollisionStay(Collision collision)
        //{
        //    TriggerStay?.Invoke(collision.collider);
        //}

        //private void OnCollisionExit(Collision collision)
        //{
        //    TriggerExit?.Invoke(collision.collider);
        //}

        public void RaiseTriggerEnter(Collider other)
        {
            TriggerEnter?.Invoke(other);
        }