void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Player") && PlayerManagerScript.GetInstance().GetPlayerScript().HasKey()) { Destroy(gameObject); } }
void OnCollisionEnter2D(Collision2D other) { // 플레이어가 몬스터랑 접촉했을 경우 if (other.gameObject.CompareTag("Player")) { PlayerManagerScript.GetInstance().GetPlayerScript().Dead(); } }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Player")) { PlayerManagerScript.GetInstance().GetFloorTextScript().IncreaseFloor(); SceneManager.LoadScene("PlayScene"); } }
void OnTriggerEnter2D(Collider2D other) { // 플레이어가 키를 줍는 경우 if (other.gameObject.CompareTag("Player")) { PlayerManagerScript.GetInstance().GetPlayerScript().SetKey(); Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D other) { Debug.Log("enter"); if (other.gameObject.CompareTag("Player")) { PlayerManagerScript.GetInstance().GetPlayerScript().GetBattery(); GameObject.Destroy(gameObject); } }
private void InstantiateMonster() { int x = 0, y = 0; numOfMonster = PlayerManagerScript.GetInstance().GetFloorTextScript().GetFloor(); for (int i = 0; i < numOfMonster; i++) { do { x = (int)Random.Range(0.0f, width); y = (int)Random.Range(0.0f, height); } while (map[y, x] == WALL || (x == end.x && y == end.y) || (x < 5 && y < 5)); GameObject monsterObject = Instantiate(monsterPrefab, transform); monsterObject.transform.position = new Vector3((float)x * 2, (float)y * 2, -1.0f); } }
private void InstantiateWall() { int x = 0, y = 0; for (x = 0; x < width; x++) { for (y = 0; y < height; y++) { if (map[y, x] == WALL) { GameObject wall = Instantiate(wallPrefab, transform); wall.transform.position = new Vector3((float)x * 2, (float)y * 2, -1f); } else { int possibility = (int)Random.Range(0.0f, 200.0f); if (possibility == 0 || possibility == 1) { GameObject battery = Instantiate(batteryPrefab, transform); battery.transform.position = new Vector3((float)x * 2, (float)y * 2, -0.5f); } } } } // 플레이어가 3층 이상 진입할 경우 출구에 Locker 생성 if (PlayerManagerScript.GetInstance().GetFloorTextScript().GetFloor() >= 3) { GameObject locker = Instantiate(lockerPrefab, transform); locker.transform.position = new Vector3((float)end.x * 2, (float)end.y * 2, -1f); } GameObject exit = Instantiate(exitPrefab, transform); exit.transform.position = new Vector3((float)end.x * 2, (float)end.y * 2, -0.5f); }
void Start() { playerManager = PlayerManagerScript.GetInstance(); StartCoroutine(AdjustGauge1()); StartCoroutine(AdjustGauge2()); }
public void ReloadScene() { PlayerManagerScript.GetInstance().GetFloorTextScript().InitFloor(); SceneManager.LoadScene("PlayScene"); }