IsTouching() private method

private IsTouching ( Collider2D collider ) : bool
collider Collider2D
return bool
コード例 #1
2
ファイル: PlayerProjectile.cs プロジェクト: monodrom/GGJ16
	void OnTriggerEnter2D (Collider2D col){	
		//Debug.Log ("Hit!!!");

		if (col.IsTouching(gameObject.GetComponent<Collider2D>())) {
			
			Rigidbody2D targetRigidbody = col.GetComponent<Rigidbody2D> ();
			Enemy targetHealth = targetRigidbody.GetComponent<Enemy> ();
			if (targetHealth != null) {
				targetHealth.TakeDamage (dmg);

				ParticleSystem particles = Instantiate (explosionParticles, transform.position, transform.rotation) as ParticleSystem;
				particles.Play ();

				hitSound.Play();

				Destroy (gameObject, 0.5f);
			}
		}

	}
コード例 #2
0
ファイル: Mine.cs プロジェクト: oscarlosu/GameDesignProject
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (elapsedTime > TimeTillActive && ShouldTrigger(other))
     {
         detected = true;
         anim.SetTrigger("TriggerDamage");
     }
     else if(ShouldExplode(other) && other.IsTouching (MineCollider))
     {
         Activate();
     }
 }
コード例 #3
0
 static public int IsTouching(IntPtr l)
 {
     try {
         UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
         UnityEngine.Collider2D a1;
         checkType(l, 2, out a1);
         var ret = self.IsTouching(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #4
0
 static public int IsTouching(IntPtr l)
 {
     try {
         UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
         UnityEngine.Collider2D a1;
         checkType(l, 2, out a1);
         var ret = self.IsTouching(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #5
0
 static int IsTouching(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Collider2D obj  = (UnityEngine.Collider2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Collider2D));
         UnityEngine.Collider2D arg0 = (UnityEngine.Collider2D)ToLua.CheckUnityObject(L, 2, typeof(UnityEngine.Collider2D));
         bool o = obj.IsTouching(arg0);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #6
0
 static public int IsTouching(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(UnityEngine.ContactFilter2D)))
         {
             UnityEngine.Collider2D      self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.ContactFilter2D a1;
             checkValueType(l, 2, out a1);
             var ret = self.IsTouching(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Collider2D)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Collider2D a1;
             checkType(l, 2, out a1);
             var ret = self.IsTouching(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 3)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Collider2D a1;
             checkType(l, 2, out a1);
             UnityEngine.ContactFilter2D a2;
             checkValueType(l, 3, out a2);
             var ret = self.IsTouching(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function IsTouching to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #7
0
    static int IsTouching(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D>(L, 2))
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.ContactFilter2D arg0 = StackTraits <UnityEngine.ContactFilter2D> .To(L, 2);

                bool o = obj.IsTouching(arg0);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes <UnityEngine.Collider2D>(L, 2))
            {
                UnityEngine.Collider2D obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Collider2D arg0 = (UnityEngine.Collider2D)ToLua.ToObject(L, 2);
                bool o = obj.IsTouching(arg0);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else if (count == 3)
            {
                UnityEngine.Collider2D      obj  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 1);
                UnityEngine.Collider2D      arg0 = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L, 2);
                UnityEngine.ContactFilter2D arg1 = StackTraits <UnityEngine.ContactFilter2D> .Check(L, 3);

                bool o = obj.IsTouching(arg0, arg1);
                LuaDLL.lua_pushboolean(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Collider2D.IsTouching"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #8
0
    static int QPYX_IsTouching_YXQP(IntPtr L_YXQP)
    {
        try
        {
            int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
            if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.ContactFilter2D>(L_YXQP, 2))
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.ContactFilter2D QPYX_arg0_YXQP = StackTraits <UnityEngine.ContactFilter2D> .To(L_YXQP, 2);

                bool QPYX_o_YXQP = QPYX_obj_YXQP.IsTouching(QPYX_arg0_YXQP);
                LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.Collider2D>(L_YXQP, 2))
            {
                UnityEngine.Collider2D QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Collider2D QPYX_arg0_YXQP = (UnityEngine.Collider2D)ToLua.ToObject(L_YXQP, 2);
                bool QPYX_o_YXQP = QPYX_obj_YXQP.IsTouching(QPYX_arg0_YXQP);
                LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else if (QPYX_count_YXQP == 3)
            {
                UnityEngine.Collider2D      QPYX_obj_YXQP  = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 1);
                UnityEngine.Collider2D      QPYX_arg0_YXQP = (UnityEngine.Collider2D)ToLua.CheckObject <UnityEngine.Collider2D>(L_YXQP, 2);
                UnityEngine.ContactFilter2D QPYX_arg1_YXQP = StackTraits <UnityEngine.ContactFilter2D> .Check(L_YXQP, 3);

                bool QPYX_o_YXQP = QPYX_obj_YXQP.IsTouching(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
                LuaDLL.lua_pushboolean(L_YXQP, QPYX_o_YXQP);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Collider2D.IsTouching"));
            }
        }
        catch (Exception e_YXQP)                {
            return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
        }
    }
コード例 #9
0
ファイル: EnemyCollition.cs プロジェクト: monodrom/GGJ16
	void OnTriggerEnter2D (Collider2D col){	
		//Debug.Log ("Hit!!!");

		if (col.IsTouching(gameObject.GetComponent<Collider2D>())) {

			Rigidbody2D rb = col.GetComponent<Rigidbody2D> ();

			PlayerManager player = rb.GetComponent<PlayerManager> ();
			if (player != null) {
				player.Hit ();
				ParticleSystem particles = Instantiate (explosionParticles, transform.position, transform.rotation) as ParticleSystem;
				particles.Play ();



				Destroy (gameObject);
			}

		}

	}
コード例 #10
0
 static public int IsTouching(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (matchType(l, argc, 2, typeof(UnityEngine.ContactFilter2D)))
         {
             UnityEngine.Collider2D      self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.ContactFilter2D a1;
             checkValueType(l, 2, out a1);
             var ret = self.IsTouching(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Collider2D)))
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Collider2D a1;
             checkType(l, 2, out a1);
             var ret = self.IsTouching(a1);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 3)
         {
             UnityEngine.Collider2D self = (UnityEngine.Collider2D)checkSelf(l);
             UnityEngine.Collider2D a1;
             checkType(l, 2, out a1);
             UnityEngine.ContactFilter2D a2;
             checkValueType(l, 3, out a2);
             var ret = self.IsTouching(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function IsTouching to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #11
-1
 public static bool IsInsideCreationArea(Collider2D other)
 {
     if (other.IsTouching (myCollider)) {
         return true;
     }
     return false;
 }