public override bool Tap(Main_PlayerCharacter chara) { if (_Character == chara) { base.Tap(chara); if (isOn) { foreach (var obj in _Targets) { obj.SetActive(true); } _Sprite_Off.enabled = true; _Sprite_On.enabled = false; isOn = false; } else { foreach (var obj in _Targets) { obj.SetActive(false); } _Sprite_Off.enabled = false; _Sprite_On.enabled = true; isOn = true; } } return(true); }
private void OnTriggerExit(Collider other) { var component = other.GetComponent <Main_PlayerCharacter>(); if (component == _Player) { _Player = null; } }
private void OnTriggerEnter(Collider other) { var component = other.GetComponent <Main_PlayerCharacter>(); if (component != null) { _Player = component; } }
private void OnTriggerExit(Collider other) { if (other.gameObject.layer == (int)Layers.Character) { var chara = other.GetComponent <Main_PlayerCharacter>(); if (chara == _Character) { _Sprite.gameObject.SetActive(false); _Character = null; } } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.layer == (int)Layers.Character) { var chara = other.GetComponent <Main_PlayerCharacter>(); //Debug.Log(chara); if (chara != null) { _Sprite.gameObject.SetActive(true); _Character = chara; } } }
public override bool Tap(Main_PlayerCharacter chara) { if (_Character == chara) { base.Tap(chara); if (isOn) { if (canOff) { if (_Event_Off) { _Event_Off.StartEvent(); } if (_Obj_Off) { _Obj_Off.SetActive(true); } if (_Obj_On) { _Obj_On.SetActive(false); } isOn = false; } } else { if (_Event_On) { _Event_On.StartEvent(); } if (_Obj_Off) { _Obj_Off.SetActive(false); } if (_Obj_On) { _Obj_On.SetActive(true); } isOn = true; if (!canOff) { _Sprite.gameObject.SetActive(false); } } } return(true); }
/// <summary> /// 操作中のプレイヤーキャラの鉄棒を補充する /// </summary> /// <returns></returns> public override bool Tap(Main_PlayerCharacter chara) { float r = Main_GameManager.MainSettings.BarStorage_Radius; //設定の距離よりも近ければ var pos1 = new Vector2(chara.transform.position.x, chara.transform.position.z); var pos2 = new Vector2(transform.position.x, transform.position.z); Debug.Log(Vector3.SqrMagnitude(pos1 - pos2)); if (Vector3.SqrMagnitude(pos1 - pos2) <= r * r) { return(chara.ReplenishmentBar()); } return(false); }
/// <summary> /// 操作中のプレイヤーキャラの鉄棒を補充する /// </summary> /// <returns></returns> /// private void OnTriggerEnter(Collider other) { Debug.Log(other); if (other.gameObject.layer == (int)Layers.Character) { Main_PlayerCharacter chara = other.GetComponent <Main_PlayerCharacter>(); if (chara == null) { return; } float r = Main_GameManager.MainSettings.BarStorage_Radius; //設定の距離よりも近ければ var pos1 = new Vector2(chara.transform.position.x, chara.transform.position.z); var pos2 = new Vector2(transform.position.x, transform.position.z); chara.ReplenishmentBar(); } }
public virtual void LockOn(Main_PlayerCharacter PlayerCharacter) { }
/// <summary> /// 鉄液がヒットしたときに鉄液側から呼び出される /// </summary> public virtual bool Tap(Main_PlayerCharacter chara) { Debug.Log("Hit"); return(false); }