public void BlackHollIn() { soundUiControlScript.UfoAttacked(); ufoLife = 0; if (ufoType != 3) { activate.ExploActivation(transform.position + addPosition, 02, gameObject.name); //피탄 이펙트 켜짐. } DestroyUfo("BlackHall"); }
void OnTriggerEnter(Collider col) { if (isOnTrigger && col.gameObject.tag == "Bullet") { int bulletDamage = (int)(col.gameObject.GetComponent <BulletInfoScript>().bulletDamageF *(1 + ValueDeliverScript.flightAttackPower)); soundUiControlScript.WormholeAttacked(); //피탄 사운드 켜짐. activate.ExploActivation(transform.position + new Vector3(0, 0, -0.3f), 02, "WingBox"); //피탄 이펙트 켜짐. col.gameObject.SetActive(false); addDemage += bulletDamage; } if (col.gameObject.tag == "Bomb01") // 포털레벨체인지 폭탄 피격 계산. { soundUiControlScript.UfoAttacked(); activate.ExploActivation(transform.position + addPosition, 02, "WingBox"); //피탄 이펙트 켜짐. Deactivate2(); } }
void OnTriggerEnter(Collider col) { int bulletDamage; if (wingboxLife <= 0) { return; } switch (col.tag) { case "Missile": case "Bullet": //총알 피격 계산. soundUiControlScript.UfoAttacked(); bulletDamage = (int)(col.gameObject.GetComponent <BulletInfoScript>().bulletDamageF *ValueDeliverScript.skin02_03Effect); wingboxLife -= (int)(bulletDamage * (ValueDeliverScript.flightAttackPower + 1)); activate.ExploActivation(transform.position + addPosition, 02, "GoldenWH"); //피탄 이펙트 켜짐. activate.CoinActivation(transform.position, 1); //3은 코인레벨. 격추시 3개짜리 동전만 출현해줌. col.gameObject.SetActive(false); // 총알 끔. //if (!isAttackMove) isAttacked = true; break; //case "Missile": // //총알 피격 계산. // soundUiControlScript.UfoAttacked(); // bulletDamage = (int)(col.gameObject.GetComponent<BulletInfoScript>().bulletDamageF * ValueDeliverScript.skin02_03Effect); // wingboxLife -= (int)(bulletDamage * ValueDeliverScript.flightAttackPower); // activate.ExploActivation(transform.position, 05, "WingBox"); //폭발이펙트 켜짐. // activate.CoinActivation(transform.position, 1); //3은 코인레벨. 격추시 3개짜리 동전만 출현해줌. // col.gameObject.SetActive(false); // break; case "SuperPower": case "PcLaser": case "Bomb01": case "Bomb03": // 핵폭탄 피격 계산. soundUiControlScript.UfoAttacked(); wingboxLife = -1; activate.ExploActivation(transform.position + addPosition, 02, "WingBox"); //피탄 이펙트 켜짐. //if (!isAttackMove) isAttacked = true; break; case "SkillBullet": //실제 스킬샷 타격 계산// 현재는 스킬포탄의 태크는 이것으로 밖에 안쓰임// soundUiControlScript.UfoAttacked(); int skillBDamage = col.gameObject.GetComponent <BulletInfoScript>().bulletDamageF; wingboxLife -= skillBDamage; activate.ExploActivation(transform.position + addPosition, 02, "WingBox"); //피탄 이펙트 켜짐. //if (!isAttackMove) isAttacked = true; break; } if (wingboxLife <= 0) { DestroyUfo(); } }