//Update Area Colliders void UpdateAreaColliders() { //switch current area collider to a trigger if (currentWave > 0) { BoxCollider areaCollider = EnemyWaves [currentWave - 1].AreaCollider; if (areaCollider != null) { areaCollider.enabled = true; areaCollider.isTrigger = true; AreaColliderTrigger act = areaCollider.gameObject.AddComponent <AreaColliderTrigger> (); act.EnemyWaveSystem = this; } } //set next collider as camera area restrictor if (EnemyWaves[currentWave].AreaCollider != null) { EnemyWaves[currentWave].AreaCollider.gameObject.SetActive(true); } //LETHAL FORCES - set back collider as area restrictor if (EnemyWaves[currentWave].BackAreaCollider != null) { EnemyWaves[currentWave].BackAreaCollider.gameObject.SetActive(true); } CameraFollow cf = GameObject.FindObjectOfType <CameraFollow>(); if (cf != null) { cf.CurrentAreaCollider = EnemyWaves [currentWave].AreaCollider; } if (cf != null) { cf.CurrentBackCollider = EnemyWaves [currentWave].BackAreaCollider; //LETHAL FORCES - add backcollider to camera } //show UI hand pointer HandPointer hp = GameObject.FindObjectOfType <HandPointer>(); if (hp != null) { hp.ActivateHandPointer(); } }
/// <summary> /// 更新区域碰撞器 /// </summary> void UpdateAreaColliders() { //将当前区域碰撞器切换到触发器 if (currentWave > 0) { BoxCollider areaCollider = EnemyWaves[currentWave - 1].AreaCollider; if (areaCollider != null) { areaCollider.enabled = true; areaCollider.isTrigger = true; AreaColliderTrigger act = areaCollider.gameObject.AddComponent <AreaColliderTrigger>(); act.EnemyWaveSystem = this; } } //将下一个碰撞器设置为相机区域触发器 if (EnemyWaves[currentWave].AreaCollider != null) { EnemyWaves[currentWave].AreaCollider.gameObject.SetActive(true); } CameraFollow cf = GameObject.FindObjectOfType <CameraFollow>(); if (cf != null) { cf.CurrentAreaCollider = EnemyWaves[currentWave].AreaCollider; } //显示UI HandPointer hp = GameObject.FindObjectOfType <HandPointer>(); if (hp != null) { hp.ActivateHandPointer(); } }