コード例 #1
0
    // Collision detection
    void OnTriggerEnter2D(Collider2D collision)
    {
        damageController dc = collision.gameObject.GetComponent <damageController>();

        //local collision counter for enemy; natCol is initialized at 1
        if (collision.tag == "Enemy")
        {
            natCol++;
        }

        // If it hits the player
        if (collision.tag == "Player")
        {
            // Does damage

            dc.doDamage(3, "none", originalPos, 0f);
            // Self Destructs
            Destroy(this.gameObject);
        }

        else if (collision.tag == "Wall" || collision.tag == "PowerBlock")
        {
            //spawn particles
            Destroy(this.gameObject);
        }

        //there's going to be a collision when the projectile is initialized; given this, each projectile
        //will have an odd-numbered number of collisions; damage will register at that point
        if (collision.gameObject.tag == "Enemy" && natCol % 2 != 0)
        {
            dc.doDamage(3, "none", originalPos, 0f);
            Destroy(this.gameObject);
//            collision.gameObject.GetComponent<turretController>().genTurret = true;
        }
    }
コード例 #2
0
 // Collision detection
 private void OnCollisionEnter2D(Collision2D collision)
 {
     // If it collided with the player
     if (collision.gameObject == player)
     {
         // Does damage
         damageController dc = collision.gameObject.GetComponent <damageController>();
         dc.doDamage(3, "none", transform.position, 1.5f);
     }
 }
コード例 #3
0
ファイル: pitController.cs プロジェクト: gr98577/adryft
 private void OnTriggerStay2D(Collider2D collision)
 {
     // If it's triggered by the player or an enemy
     if (collision.CompareTag("Player") || collision.CompareTag("Enemy"))
     {
         // Deals falling damage if the target can't fly.
         damageController dc = collision.gameObject.GetComponent <damageController>();
         if (!dc.getFlying())
         {
             dc.doDamage(0, "fall", transform.position, -1.5f);
         }
     }
 }
コード例 #4
0
 // Collision detection
 void OnTriggerEnter2D(Collider2D collision)
 {
     // If it hits an enemy
     if (collision.tag == "Enemy")
     {
         // Does damage
         damageController dc = collision.gameObject.GetComponent <damageController>();
         int   damage        = 2;
         float knockback     = 0.5f;
         dc.doDamage(damage, "none", originalPos, knockback);
         // Self Destructs
         Destroy(this.gameObject);
     }
     else if (collision.tag == "Wall" || collision.tag == "PowerBlock")
     {
         //spawn particle effect
         Destroy(this.gameObject);
     }
 }
コード例 #5
0
ファイル: swordController.cs プロジェクト: gr98577/adryft
 // Collision detection
 void OnTriggerEnter2D(Collider2D collision)
 {
     // If it collides with the enemy
     if (collision.CompareTag("Enemy") && canSwing == false)
     {
         // Does full damage
         if (fullPower)
         {
             damageController dc = collision.gameObject.GetComponent <damageController>();
             dc.doDamage(4, "none", player.transform.position, 0.5f);
         }
         // Does decreased damage
         else
         {
             damageController dc = collision.gameObject.GetComponent <damageController>();
             dc.doDamage(1, "none", player.transform.position, 0f);
         }
     }
 }