예제 #1
0
파일: Bullet.cs 프로젝트: git8023/tank90
    // 触发器事件
    private void OnTriggerEnter2D(Collider2D collision)
    {
        switch (collision.tag)
        {
        // 击中玩家
        case "Tank":
            if (!createdByPlayer)
            {
                Player player = collision.GetComponent <Player>();
                player.Died();
                Destroy(gameObject);
            }
            break;

        // 击中敌人
        case "Enemy":
            if (createdByPlayer)
            {
                Enemy enemy = collision.GetComponent <Enemy>();
                enemy.Died();
                Destroy(gameObject);
                PlayerManager.Instance.AddScore(enemy.score);
            }
            break;

        // 可销毁的墙体
        case "Wall":
            Destroy(collision.gameObject);
            Destroy(gameObject);
            break;

        // 不可销毁的障碍
        case "Barrier":
            // 仅玩家子弹有效
            if (createdByPlayer)
            {
                Barrier barrier = collision.GetComponent <Barrier>();
                barrier.playHitAudio();

                // 最大火力可以摧毁障碍物
                if (Player.MAX_FILE_LEVEL == fireLevel)
                {
                    Destroy(collision.gameObject);
                }
            }
            Destroy(gameObject);
            break;

        // 不可销毁的障碍
        case "AirBarrier":
            // 仅玩家子弹有效
            if (createdByPlayer)
            {
                Barrier barrier = collision.GetComponent <Barrier>();
                barrier.playHitAudio();
            }
            Destroy(gameObject);
            break;

        // 总部
        case "HQ":
            HQ hq = collision.GetComponent <HQ>();
            Destroy(gameObject);
            hq.Died();
            break;

        // 子弹相互消耗
        case "Bullet":
            Destroy(gameObject);
            Destroy(collision.gameObject);
            break;
        }
    }