void OnTriggerEnter(Collider coll)//공에 닿으면 자신의 오브젝트위치에따라 소리내고 밑으로가기 { if (coll.transform.tag == "Cube") { if (D_Option.c_ld == 0) { D_Option.c_ld = 1; play.PlayOneShot(data_tr.bounce[idx], 0.5f); Instantiate(ani, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z), ani.transform.rotation); this.transform.Translate(0, -54, 0); noob.count_barrier--; timedata = GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().sw_cl; if (timedata == true) { GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().sw_cl = false; } data_tr.score += 1; idx = Random.Range(0, 7); this.transform.position = new Vector3(-5.3f + (0.675f * ((idx) * 2 - 1)), this.transform.position.y, this.transform.position.z);//박스이동 Tt.Dis_sc(data_tr.score); data_tr.combo++; D_Option.c_ld = 0; } } else { GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().GameOver(); } }
void OnTriggerEnter(Collider coll)//방어막과 충돌시 일정 거리 내려가기 { if (coll.transform.tag == "barrier" && D_Option.Pause == false) { if (this.GetComponent <MeshRenderer>().material.name == coll.transform.GetComponent <MeshRenderer>().material.name&&noob.count_barrier == coll.transform.GetComponent <barrier>().count + 1) { if (D_Option.c_ld == 0) { D_Option.c_ld = 1; Material ma_l = GetComponent <Renderer>().material; Instantiate(ani, this.transform.position, this.transform.rotation).GetComponent <MeshRenderer>().material = ma_l; this.transform.Translate(0, -24, 0); Destroy(coll.transform.parent.gameObject); noob.count_barrier--; timedata = GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().sw_cl; if (m_d == 0) { int num = noob.Casual_br_cl(); if (data_tr.combo > 5) { data_tr.combo = 0; } play.PlayOneShot(data_tr.bounce[data_tr.combo], 0.5f); if (num > -1 && num < 10) { GetComponent <Renderer>().material = data_tr.cl_material[num]; } else { StartCoroutine("Disappear"); } data_tr.score++; } else { if (timedata == true) { idx = Random.Range(0, (int)(data_tr.cl_material.Length * 0.5f)); GetComponent <Renderer>().material = data_tr.cl_material[idx * 2 + 1]; GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().sw_cl = false; } else { idx = Random.Range(0, (int)(data_tr.cl_material.Length * 0.5f) + 1); GetComponent <Renderer>().material = data_tr.cl_material[idx * 2]; } if (data_tr.combo > 5) { data_tr.combo = 0; } play.PlayOneShot(data_tr.bounce[data_tr.combo], 0.5f); data_tr.score += (data_tr.combo + 1) * 50; } Tt.Dis_sc(data_tr.score); if (m_d == 0 && data_tr.score >= (D_Option.Casual_num * 5 + 10)) { GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().GameClear(); } data_tr.combo++; D_Option.c_ld = 0; } } else { GameObject.Find("Canvas").transform.Find("pause").GetComponent <UI_Button>().GameOver(); } } }