//박스에서 나온다. void OnTriggerExit(Collider other) { if (other.tag == "Player") { Check1.GetComponent <HollCheck>().CheckOff(); Check2.GetComponent <HollCheck>().CheckOff(); BoxIn = false; Go1 = true; Go2 = true; Back1 = true; Back2 = true; } }
private void Update() { check1 = Check1.GetComponent <HollCheck>().GetCheck(); check2 = Check2.GetComponent <HollCheck>().GetCheck(); //박스에 들어왔음 if (BoxIn) { //2에서 3로 갈때 if (check1) { //플레이어 거리 distance = Vector3.Distance(Check1.transform.position, player.transform.position); if (distance > Go_map3On) { if (Go2) { Go2 = false; SceneMap.GetComponent <SceneOnOffManager>().Map3On(); Remix.isMap3 = true; } } else { Go2 = true; SceneMap.GetComponent <SceneOnOffManager>().Map3Off(); Remix.isMap3 = false; } if (distance > Go_map2Off) { Go1 = true; SceneMap.GetComponent <SceneOnOffManager>().Map2Off(); } else { if (Go1) { Go1 = false; SceneMap.GetComponent <SceneOnOffManager>().Map2On(); } } } //3에서 2로 갈때 if (check2) { distance = Vector3.Distance(Check2.transform.position, player.transform.position); if (distance > Back_map2On) { if (Back1) { Back1 = false; SceneMap.GetComponent <SceneOnOffManager>().Map2On(); } } else { Back1 = true; SceneMap.GetComponent <SceneOnOffManager>().Map2Off(); } if (distance > Back_map3Off) { Back2 = true; SceneMap.GetComponent <SceneOnOffManager>().Map3Off(); } else { if (Back2) { Back2 = false; SceneMap.GetComponent <SceneOnOffManager>().Map3On(); } } } } }