// Update is called once per frame
 void Update()
 {
     Collider2D[] colliders = Physics2D.OverlapBoxAll(new Vector2(gameObject.transform.position.x + collider.offset.x, gameObject.transform.position.y + collider.offset.y), new Vector2(collider.bounds.size.x * 2, collider.bounds.size.y * 2), 0, AffectedLayer);
     for (int i = 0; i < colliders.Length; i++)
     {
         AbstractAfectable af = colliders[i].GetComponent <AbstractAfectable>();
         if (af != null)
         {
             af.OnPoison();
         }
     }
 }
예제 #2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        Collider2D[] colliders = Physics2D.OverlapBoxAll(new Vector2(gameObject.transform.position.x + collider.offset.x, gameObject.transform.position.y + collider.offset.y), new Vector2(collider.bounds.size.x / 2, collider.bounds.size.y / 2), int.MaxValue);
        for (int i = 0; i < colliders.Length; i++)
        {
            GameObject        collider = colliders[i].gameObject;
            AbstractAfectable af       = (AbstractAfectable)colliders[i].GetComponent(typeof(AbstractAfectable));

            if (af != null)
            {
                af.OnExplode();
            }

            HealthPointsScript hps = (colliders[i].GetComponent(typeof(HealthPointsScript)) as HealthPointsScript);
            if (hps != null)
            {
                hps.GetHit(150);
            }
        }
    }