private void OnTriggerExit2D(Collider2D collision) { if (collision.tag == "Char" || collision.tag == "Player") { charHealth CH = collision.transform.GetComponentInParent <charHealth>(); if (CH._getTeam() != team) { CHs.Remove(CH); } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Char" || collision.tag == "Player") { charHealth CH = collision.transform.GetComponentInParent <charHealth>(); if (CH._getTeam() != team) { CHs.Add(CH); CH._getAttack(oneDamage[0], oneDamage[1], oneDamage[2]); } } }
void doAttackAttack(int attackAttackClass) { attackCurrsor = attackAttackClass; CH._getAttack(mySelfHealthDamage[attackCurrsor], mySelfBalanceDamage[attackCurrsor], mySelfManaDamage[attackCurrsor]); AS._changgeDamage(CH._getTeam(), timeDamage[attackCurrsor], onceHealthDamage[attackCurrsor], onceBalanceDamage[attackCurrsor], onceManaDamage[attackCurrsor], moreHealthDamage[attackCurrsor], moreBalanceDamage[attackCurrsor], moreManaDamage[attackCurrsor]); process = 2; attackTimer = 0; komboTimer = 0; komboChens = true; attackObject.transform.eulerAngles = new Vector3(0, 0, attackAngle); CSC._doCreateColider(PC, attackAngles[attackAttackClass], attackRadius[attackAttackClass]); }