예제 #1
0
    public static BulletShooter     createShooter(chrController chr, SHOT_TYPE type)
    {
        BulletShooter bullet_shooter = null;

        switch (type)
        {
        case SHOT_TYPE.EMPTY:
        {
            bullet_shooter = chr.gameObject.AddComponent <BulletShooter>();
        }
        break;

        case SHOT_TYPE.NEGI:
        {
            bullet_shooter = chr.gameObject.AddComponent <BulletShooter_negi>();
        }
        break;

        case SHOT_TYPE.YUZU:
        {
            bullet_shooter = chr.gameObject.AddComponent <BulletShooter_yuzu>();
        }
        break;
        }

        bullet_shooter.player = chr;

        return(bullet_shooter);
    }
예제 #2
0
	public static BulletShooter	createShooter(chrController chr, SHOT_TYPE type)
	{
		BulletShooter	bullet_shooter = null;

		switch(type) {

			case SHOT_TYPE.EMPTY:
			{
				bullet_shooter = chr.gameObject.AddComponent<BulletShooter>();
			}
			break;

			case SHOT_TYPE.NEGI:
			{
				bullet_shooter = chr.gameObject.AddComponent<BulletShooter_negi>();
			}
			break;

			case SHOT_TYPE.YUZU:
			{
				bullet_shooter = chr.gameObject.AddComponent<BulletShooter_yuzu>();
			}
			break;
		}

		bullet_shooter.player = chr;

		return(bullet_shooter);
	}
예제 #3
0
    // 네트 플레이어 만들기.
    public void             createNetPlayer(int account_global_index)
    {
        chrBehaviorLocal local_player = this.players[0].GetComponent <chrBehaviorLocal>();

        chrBehaviorNet net_player = null;

        int local_index = this.players.Count;

        AccountData account_data = AccountManager.get().getAccountData(account_global_index);

        string avator_name = "Player_" + account_data.avator_id;

        net_player = CharacterRoot.getInstance().createPlayerAsNet(avator_name).GetComponent <chrBehaviorNet>();

        net_player.control.local_index  = local_index;
        net_player.control.global_index = account_global_index;
        net_player.local_player         = local_player;

        net_player.position_in_formation = this.getInFormationOffset(account_global_index);

        SHOT_TYPE shot_type = GlobalParam.get().shot_type[account_global_index];

        net_player.changeBulletShooter(shot_type);

        net_player.transform.Translate(this.getLocalPlayer().control.getPosition() + net_player.position_in_formation);

        this.players.Add(net_player);
    }
예제 #4
0
    /// <summary>
    /// Changes where the automatic firing will target.
    /// </summary>
    /// <param name="target">The target the boulder will be launched at.</param>
    /// <param name="upwardVel">The initial upward velocity of the boulder.</param>
    /// <param name="boulderType">The type of boulder being launched. Currently not in use.</param>
    public void updateTarget(Vector2 target, float upwardVel, SHOT_TYPE boulderType)
    {
        defaultTarget      = target;
        defaultUpwardVal   = upwardVel;
        defaultBoulderType = boulderType;

        switch (defaultBoulderType)
        {
        case SHOT_TYPE.STANDARD:
            projectile = GameManager.Instance.regularShot;
            break;

        case SHOT_TYPE.ICE:
            projectile = GameManager.Instance.iceShot;
            break;

        case SHOT_TYPE.FIRE:
            projectile = GameManager.Instance.fireShot;
            break;

        case SHOT_TYPE.BOMB:
            projectile = GameManager.Instance.bombShot;
            break;

        case SHOT_TYPE.SPIKE:
            projectile = GameManager.Instance.spikeShot;
            break;

        default:
            projectile = GameManager.Instance.regularShot;
            break;
        }

        Debug.Log(defaultUpwardVal);
    }
예제 #5
0
 public void AddTrebuchet(Vector2 pos, Vector2 target, float upwardForce, SHOT_TYPE shot, bool flip)
 {
     this.trebuchetPos.Add(pos);
     trebuchetTarget.Add(target);
     upwardVels.Add(upwardForce);
     boulderType.Add(shot);
     flipTreb.Add(flip);
 }
예제 #6
0
 //constructor for the material, this is the base which won't likely be called
 public Material()
 {
     //initiallizes things as unimportant values
     cost          = 0;
     durability    = 10f;
     forceTransfer = 0.0f;
     type          = MAT_TYPE.NONE;
     weakness      = SHOT_TYPE.NONE;
     resistance    = SHOT_TYPE.NONE;
     neighbors     = new List <Material>();
 }
예제 #7
0
    // SHOT_TYPE을 변경한다.
    public void             changeBulletShooter(SHOT_TYPE shot_type)
    {
        if (shot_type != this.shot_type)
        {
            if (this.bullet_shooter != null)
            {
                GameObject.Destroy(this.bullet_shooter);
            }

            this.shot_type      = shot_type;
            this.bullet_shooter = BulletShooter.createShooter(this.control, this.shot_type);
        }
    }
예제 #8
0
    /// <summary>
    /// Creates and launches a boulder at a target.
    /// </summary>
    /// <param name="target">The target the boulder will be launched at.</param>
    /// <param name="upwardVel">The initial upward velocity of the boulder.</param>
    /// <param name="boulderType">The type of boulder being launched. Currently not in use.</param>
    IEnumerator LaunchBoulder(Vector2 target, float upwardVel, SHOT_TYPE boulderType)
    {
        yield return(new WaitForSeconds(0.5f));

        projectileHolder = (GameObject)Instantiate(projectile, new Vector3(gameObject.transform.position.x + .5f, gameObject.transform.position.y + .22f, gameObject.transform.position.z - .001f), Quaternion.identity); //Create projectile
        projectileHolder.transform.parent = drawnObjects.transform;
        projectileHolder.GetComponent <RockManager>().shot = boulderType;
        projectileRigidbody = projectileHolder.GetComponent <Rigidbody2D>();
        //First, use vertex formula (v = (-initialVel)/(gravity[9.8])) to get time of apex of launch. Then multiply that by 2 for launch time, then apply an x velocity of
        //(distance between launch point x and target x)/(time of arc). If I'm calculating this correctly, this will even work when objects aren't lined up.
        float airTime = ((-upwardVel) / (-9.8f)) * 2;
        float xForce  = (target.x - projectileHolder.transform.position.x) / airTime;

        projectileRigidbody.AddForce(new Vector2(xForce, upwardVel), ForceMode2D.Impulse);
        Debug.Log("X force: " + xForce);
        Debug.Log("Upward velocity: " + upwardVel);
        Debug.Log("Air time: " + airTime);
        StartCoroutine(DestroyOldProjectiles(false, 5.0f, projectileHolder));
    }
예제 #9
0
    // ================================================================ //

    // 로컬 플레이어 만들기.
    public void             createLocalPlayer(int account_global_index)
    {
        if (this.players.Count == 0)
        {
            AccountData account_data = AccountManager.get().getAccountData(account_global_index);

            string avator_name = "Player_" + account_data.avator_id;

            chrBehaviorLocal local_player = CharacterRoot.getInstance().createPlayerAsLocal(avator_name).GetComponent <chrBehaviorLocal>();

            local_player.control.local_index  = 0;
            local_player.control.global_index = account_global_index;

            local_player.position_in_formation = this.getInFormationOffset(account_global_index);

            SHOT_TYPE shot_type = GlobalParam.get().shot_type[account_global_index];
            local_player.changeBulletShooter(shot_type);

            this.players.Add(local_player);
        }
    }
예제 #10
0
        // 아이템 이름 앞에서 타입을 가져온다.
        public static SHOT_TYPE         getShotType(string name)
        {
            SHOT_TYPE shot_type = SHOT_TYPE.NONE;

            do
            {
                char[]   delimiterChars = { '_', '.' };
                string[] item_name      = name.Split(delimiterChars);

                if (item_name.Length < 3)
                {
                    break;
                }
                if (item_name[0] != "shot")
                {
                    break;
                }

                switch (item_name[1])
                {
                case "negi":
                {
                    shot_type = SHOT_TYPE.NEGI;
                }
                break;

                case "yuzu":
                {
                    shot_type = SHOT_TYPE.YUZU;
                }
                break;
                }
            } while(false);

            return(shot_type);
        }
예제 #11
0
    //calculates the damage based on some factor of the shot that hit this block
    public void CalcDamage(float shotSpeed, SHOT_TYPE damageType)
    {
        //as long as force can transfer, deals damage to the neigboring materials
        if (forceTransfer != 0)
        {
            shotSpeed = shotSpeed * forceTransfer;
            for (int i = 0; i < neighbors.Count; i++)
            {
                if (neighbors[i])
                {
                    neighbors[i].DoDamage(shotSpeed, damageType);
                }
                else
                {
                    //removes it if it was destroyed recently
                    neighbors.RemoveAt(i);
                    i--;
                }
            }
        }

        //damages itself last, so it still deals damage to neighbors even if it's destroyed
        DoDamage(shotSpeed, damageType);
    }
예제 #12
0
    //deals damage based on a previously calculated amount (either when hit or by transferrence)
    public void DoDamage(float damage, SHOT_TYPE damageType)
    {
        //Play animation to signal damage
        if (transform.childCount > 1) //Group of Blocks
        {
            foreach (Transform child in transform)
            {
                Instantiate(GameManager.Instance.dustAnim, child.transform.position + new Vector3(0, 0, -1), Quaternion.identity, GameObject.Find("DrawnObjects").transform);
            }
        }
        else //Single Block
        {
            Instantiate(GameManager.Instance.dustAnim, transform.position + new Vector3(0, 0, -1), Quaternion.identity, GameObject.Find("DrawnObjects").transform);
        }

        if (audioManager != null) //Plays hit noise
        {
            audioManager.playBlockHitClip();
        }

        if (damageType == this.weakness)
        {
            //double damage if it is weak to this attack
            this.durability -= (damage * 2);
        }
        else if (damageType == this.resistance)
        {
            //halves if it resists it
            this.durability -= (damage / 2);
        }
        else
        {
            //regular damage otherwise
            this.durability -= damage;
        }

        Debug.Log(damage);

        if (this.durability <= 0.0f)
        {
            //destroy the object this is attatched to.
            Destroy(gameObject);
            if (audioManager != null) //Plays destroyed noise
            {
                audioManager.playBlockBreak2Clip();
            }
        }
        else
        {
            if (audioManager != null) //Plays hit noise
            {
                audioManager.playBlockHitClip();
            }

            float percentage = durability / durabilityMax;

            //sets the color to red, but with tinted using a percentage of health
            if (gameObject.name == "block group")
            {
                //does it for all children
                foreach (Transform childTransform in transform)
                {
                    childTransform.GetComponent <SpriteRenderer>().color = new Color(1f, percentage, percentage);
                }
            }
            else
            {
                //sets the color of the tint child
                gameObject.GetComponent <SpriteRenderer>().color = new Color(1f, percentage, percentage);
            }
        }
    }
예제 #13
0
	// SHOT_TYPE을 변경한다.
	public void		changeBulletShooter(SHOT_TYPE shot_type)
	{
		if(shot_type != this.shot_type) {

			if(this.bullet_shooter != null) {

				GameObject.Destroy(this.bullet_shooter);
			}

			this.shot_type = shot_type;
			this.bullet_shooter = BulletShooter.createShooter(this.control, this.shot_type);
		}
	}
예제 #14
0
    private void    resolve_pick_item_query(QueryItemPick query)
    {
        do
        {
            if (!query.isSuccess())
            {
                break;
            }

            // 아이템 효과만 복사하고 삭제한다.

            ItemController item = this.control.cmdItemPick(query, query.target);

            if (item == null)
            {
                break;
            }

            // 이펙트.
            EffectRoot.get().createItemGetEffect(this.control.getPosition());

            SoundManager.get().playSE(Sound.ID.DDG_SE_SYS02);

            Debug.Log("Item favor category:" + item.behavior.item_favor.category);
            switch (item.behavior.item_favor.category)
            {
            case Item.CATEGORY.FOOD:
            {
                this.control.vital.healFull();

                this.skin_color_control.startHealing();

                this.cake_count++;
            }
            break;

            case Item.CATEGORY.KEY:
            {
                PartyControl.get().getLocalPlayer().control.consumeKey(item);
            }
            break;

            case Item.CATEGORY.FLOOR_KEY:
            {
                PartyControl.get().getLocalPlayer().control.consumeKey(item);
            }
            break;

            case Item.CATEGORY.CANDY:
            {
                this.startShotBoost();
            }
            break;

            case Item.CATEGORY.WEAPON:
            {
                SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                if (shot_type != SHOT_TYPE.NONE)
                {
                    this.changeBulletShooter(shot_type);
                }
            }
            break;
            }

            item.vanish();
        } while(false);

        query.set_expired(true);
    }
예제 #15
0
    private void    resolve_pick_item_query(QueryItemPick query)
    {
        do
        {
            if (!query.isSuccess())
            {
                break;
            }

            // ?꾩씠???⑤뒫留?蹂듭궗?섍퀬 ??젣?쒕떎.

            ItemController item = this.control.cmdItemPick(query, query.target);

            if (item == null)
            {
                break;
            }

            // ?④낵.
            EffectRoot.get().createItemGetEffect(this.control.getPosition());

            SoundManager.get().playSE(Sound.ID.DDG_SE_SYS02);

            switch (item.behavior.item_favor.category)
            {
            case Item.CATEGORY.CANDY:
            {
                // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                this.item_slot.candy.favor = item.behavior.item_favor.clone();

                ItemWindow.get().setItem(Item.SLOT_TYPE.CANDY, 0, this.item_slot.candy.favor);

                // ?룹쓽 ?쇱젙?쒓컙 ?뚯썙??					this.startShotBoost();
            }
            break;

            case Item.CATEGORY.SODA_ICE:
            case Item.CATEGORY.ETC:
            {
                // 鍮??щ’???꾩씠???ㅼ젙.
                int slot_index = this.item_slot.getEmptyMiscSlot();

                if (slot_index >= 0)
                {
                    this.item_slot.miscs[slot_index].item_id = query.target;
                    this.item_slot.miscs[slot_index].favor   = item.behavior.item_favor.clone();

                    // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                    ItemWindow.get().setItem(Item.SLOT_TYPE.MISC, slot_index, this.item_slot.miscs[slot_index].favor);
                }
            }
            break;

            case Item.CATEGORY.FOOD:
            {
                // 泥대젰 ?뚮났.
                if (GameRoot.get().isNowCakeBiking())
                {
                    this.control.vital.healFullInternal();
                }
                else
                {
                    this.control.vital.healFull();

                    // ?덉씤蹂댁슦 移쇰윭 ?④낵.
                    this.skin_color_control.startHealing();
                }

                // 泥대젰 ?뚮났???뚮┝.
                CharacterRoot.get().NotifyHitPoint(this.getAcountID(), this.control.vital.getHitPoint());

                // ?꾩씠???먭린瑜??뚮┝.
                this.control.cmdItemDrop(query.target);

                // 耳€?댄겕瑜?癒뱀? ??耳€?댄겕 臾댄븳?쒓났??.
                this.cake_count++;
            }
            break;

            // 諛??댁뇿.
            case Item.CATEGORY.KEY:
            {
                PartyControl.get().getLocalPlayer().control.consumeKey(item);

                Item.KEY_COLOR key_color = Item.Key.getColorFromInstanceName(item.name);

                // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                if (key_color != Item.KEY_COLOR.NONE)
                {
                    ItemWindow.get().setItem(Item.SLOT_TYPE.KEY, (int)key_color, item.behavior.item_favor);
                }
            }
            break;

            // ?뚮줈???대룞 臾??댁뇿.
            case Item.CATEGORY.FLOOR_KEY:
            {
                MapCreator.getInstance().UnlockBossDoor();

                // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                ItemWindow.get().setItem(Item.SLOT_TYPE.FLOOR_KEY, 0, item.behavior.item_favor);
            }
            break;

            case Item.CATEGORY.WEAPON:
            {
                // ??蹂€寃??€??諛쒖뭏 / ?좎옄 ??깂).
                SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                if (shot_type != SHOT_TYPE.NONE)
                {
                    this.changeBulletShooter(shot_type);
                }
            }
            break;
            }

            item.vanish();
        } while(false);

        query.set_expired(true);
    }
예제 #16
0
    // ================================================================ //

    // 肄쒕━?꾩쓽 ?섎? 遺€??
    protected void  resolve_collision()
    {
        foreach (var result in this.control.collision_results)
        {
            if (result.object1 == null)
            {
                continue;
            }

            //GameObject		self  = result.object0;
            GameObject other = result.object1;

            // ?뚮젅?댁뼱媛€ 蹂댁뒪??肄쒕━?꾩뿉 ?뚮춱?€ ?€吏곸씪 ???녾쾶 ?섏? ?딄쾶.
            // 諛⑹쓽 以묒떖 諛⑺뼢?쇰줈 諛€?대궦??
            if (other.tag == "Boss")
            {
                if (this.force_push_out(result))
                {
                    continue;
                }
            }

            switch (other.tag)
            {
            case "Enemy":
            case "EnemyLair":
            case "Boss":
            {
                do
                {
                    chrBehaviorEnemy enemy = other.GetComponent <chrBehaviorEnemy>();

                    if (enemy == null)
                    {
                        break;
                    }
                    if (!this.melee_attack.isInAttackRange(enemy.control))
                    {
                        //break;
                    }
                    if (this.step.get_current() == STEP.MELEE_ATTACK)
                    {
                        break;
                    }
                    if (!this.melee_attack.isHasInput())
                    {
                        break;
                    }

                    this.melee_target = enemy;
                    this.step.set_next(STEP.MELEE_ATTACK);
                } while(false);

                result.object1 = null;
            }
            break;

            case "Door":
            {
                this.cmdNotiryStayDoorBox(other.gameObject.GetComponent <DoorControl>());
            }
            break;

            case "Item":
            {
                do
                {
                    ItemController item = other.GetComponent <ItemController>();

                    // ?꾩씠?쒖쓣 二쇱슱?섏엳??議곗궗?쒕떎.
                    bool is_pickable = true;

                    switch (item.behavior.item_favor.category)
                    {
                    case Item.CATEGORY.CANDY:
                    {
                        is_pickable = this.item_slot.candy.isVacant();
                    }
                    break;

                    case Item.CATEGORY.SODA_ICE:
                    case Item.CATEGORY.ETC:
                    {
                        int slot_index = this.item_slot.getEmptyMiscSlot();

                        // ?щ’??媛€??=  ??媛€吏????놁쓣 ??
                        if (slot_index < 0)
                        {
                            is_pickable = false;
                        }
                    }
                    break;

                    case Item.CATEGORY.WEAPON:
                    {
                        // ?ъ슜 以묒씤 ?룰낵 媛숈쑝硫?二쇱슱 ???녿떎.
                        SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                        is_pickable = (this.shot_type != shot_type);
                    }
                    break;
                    }
                    if (!is_pickable)
                    {
                        break;
                    }

                    this.control.cmdItemQueryPick(item.name, true, false);
                } while(false);
            }
            break;
            }
        }
    }
예제 #17
0
    private void    resolve_pick_item_query(QueryItemPick query)
    {
        do
        {
            if (!query.isSuccess())
            {
                break;
            }

            // 아이템 효능만 복사하고 삭제한다.

            ItemController item = this.control.cmdItemPick(query, query.target);

            if (item == null)
            {
                break;
            }

            // 효과.
            EffectRoot.get().createItemGetEffect(this.control.getPosition());

            SoundManager.get().playSE(Sound.ID.DDG_SE_SYS02);

            switch (item.behavior.item_favor.category)
            {
            case Item.CATEGORY.CANDY:
            {
                // 아이템 창에 아이콘 표시.
                this.item_slot.candy.favor = item.behavior.item_favor.clone();

                ItemWindow.get().setItem(Item.SLOT_TYPE.CANDY, 0, this.item_slot.candy.favor);

                // 샷의 일정시간 파워업
                this.startShotBoost();
            }
            break;

            case Item.CATEGORY.SODA_ICE:
            case Item.CATEGORY.ETC:
            {
                // 빈 슬롯에 아이템 설정.
                int slot_index = this.item_slot.getEmptyMiscSlot();

                if (slot_index >= 0)
                {
                    this.item_slot.miscs[slot_index].item_id = query.target;
                    this.item_slot.miscs[slot_index].favor   = item.behavior.item_favor.clone();

                    // 아이템 창에 아이콘 표시.
                    ItemWindow.get().setItem(Item.SLOT_TYPE.MISC, slot_index, this.item_slot.miscs[slot_index].favor);
                }
            }
            break;

            case Item.CATEGORY.FOOD:
            {
                // 체력 회복.
                if (GameRoot.get().isNowCakeBiking())
                {
                    this.control.vital.healFullInternal();
                }
                else
                {
                    this.control.vital.healFull();

                    // 레인보우 칼러 효과.
                    this.skin_color_control.startHealing();
                }

                // 체력 회복을 알림.
                CharacterRoot.get().NotifyHitPoint(this.getAcountID(), this.control.vital.getHitPoint());

                // 아이템 폐기를 알림.
                this.control.cmdItemDrop(query.target);

                // 케이크를 먹은 수(케이크 무한제공용).
                this.cake_count++;
            }
            break;

            // 방 열쇠.
            case Item.CATEGORY.KEY:
            {
                PartyControl.get().getLocalPlayer().control.consumeKey(item);

                Item.KEY_COLOR key_color = Item.Key.getColorFromInstanceName(item.name);

                // 아이템 창에 아이콘 표시.
                if (key_color != Item.KEY_COLOR.NONE)
                {
                    ItemWindow.get().setItem(Item.SLOT_TYPE.KEY, (int)key_color, item.behavior.item_favor);
                }
            }
            break;

            // 플로어 이동 문 열쇠.
            case Item.CATEGORY.FLOOR_KEY:
            {
                MapCreator.getInstance().UnlockBossDoor();

                // 아이템 창에 아이콘 표시.
                ItemWindow.get().setItem(Item.SLOT_TYPE.FLOOR_KEY, 0, item.behavior.item_favor);
            }
            break;

            case Item.CATEGORY.WEAPON:
            {
                // 샷 변경(대파 발칸 / 유자 폭탄).
                SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                if (shot_type != SHOT_TYPE.NONE)
                {
                    this.changeBulletShooter(shot_type);
                }
            }
            break;
            }

            item.vanish();
        } while(false);

        query.set_expired(true);
    }
예제 #18
0
파일: GameRoot.cs 프로젝트: wyuurla/006772
    // ================================================================ //

    // 디버그 창을 만든다(플레이어 관련).
    protected void          create_debug_window_player()
    {
        var window = dbwin.root().createWindow("player");

        window.createButton("당했다")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            player.control.causeDamage(100.0f, -1);
        });

        window.createButton("아이스 과식")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            if (!player.isNowJinJin())
            {
                player.startJinJin();
            }
            else
            {
                player.stopJinJin();
            }
        });

        window.createButton("크림 범벅 테스트")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            if (!player.isNowCreamy())
            {
                player.startCreamy();
            }
            else
            {
                player.stopCreamy();
            }
        });

        window.createButton("체력 회복 테스트")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            if (!player.isNowHealing())
            {
                player.startHealing();
            }
            else
            {
                player.stopHealing();
            }
        });

        window.createButton("아이스 당첨 테스트")
        .setOnPress(() =>
        {
            window.close();
            EventRoot.get().startEvent <EventIceAtari>();
        });

        window.createButton("무기 교체")
        .setOnPress(() =>
        {
            var player = PartyControl.getInstance().getLocalPlayer();

            SHOT_TYPE shot_type = player.getShotType();

            shot_type = (SHOT_TYPE)(((int)shot_type + 1) % ((int)SHOT_TYPE.NUM));

            player.changeBulletShooter(shot_type);
        });
    }
예제 #19
0
    // ================================================================ //

    // 콜리전의 의미 부여.
    protected void  resolve_collision()
    {
        foreach (var result in this.control.collision_results)
        {
            if (result.object1 == null)
            {
                continue;
            }

            //GameObject		self  = result.object0;
            GameObject other = result.object1;

            // 플레이어가 보스의 콜리전에 파뭍혀 움직일 수 없게 되지 않게.
            // 방의 중심 방향으로 밀어낸다.
            if (other.tag == "Boss")
            {
                if (this.force_push_out(result))
                {
                    continue;
                }
            }

            switch (other.tag)
            {
            case "Enemy":
            case "EnemyLair":
            case "Boss":
            {
                do
                {
                    chrBehaviorEnemy enemy = other.GetComponent <chrBehaviorEnemy>();

                    if (enemy == null)
                    {
                        break;
                    }
                    if (!this.melee_attack.isInAttackRange(enemy.control))
                    {
                        //break;
                    }
                    if (this.step.get_current() == STEP.MELEE_ATTACK)
                    {
                        break;
                    }
                    if (!this.melee_attack.isHasInput())
                    {
                        break;
                    }

                    this.melee_target = enemy;
                    this.step.set_next(STEP.MELEE_ATTACK);
                } while(false);

                result.object1 = null;
            }
            break;

            case "Door":
            {
                this.cmdNotiryStayDoorBox(other.gameObject.GetComponent <DoorControl>());
            }
            break;

            case "Item":
            {
                do
                {
                    ItemController item = other.GetComponent <ItemController>();

                    // 아이템을 주울수있나 조사한다.
                    bool is_pickable = true;

                    switch (item.behavior.item_favor.category)
                    {
                    case Item.CATEGORY.CANDY:
                    {
                        is_pickable = this.item_slot.candy.isVacant();
                    }
                    break;

                    case Item.CATEGORY.SODA_ICE:
                    case Item.CATEGORY.ETC:
                    {
                        int slot_index = this.item_slot.getEmptyMiscSlot();

                        // 슬롯이 가득 =  더 가질 수 없을 때.
                        if (slot_index < 0)
                        {
                            is_pickable = false;
                        }
                    }
                    break;

                    case Item.CATEGORY.WEAPON:
                    {
                        // 사용 중인 샷과 같으면 주울 수 없다.
                        SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                        is_pickable = (this.shot_type != shot_type);
                    }
                    break;
                    }
                    if (!is_pickable)
                    {
                        break;
                    }

                    this.control.cmdItemQueryPick(item.name, true, false);
                } while(false);
            }
            break;
            }
        }
    }