Exemplo n.º 1
0
 void OnTriggerEnter(Collider other)
 {
     Debug.Log("EnemyTruggerEnter:objname= " + other.name);
     if (other.tag == "Boundary")
     {
         return;
     }
     if (other.tag == "Enemy")
     {
         m_conf.Damage(other.gameObject.GetComponent <prefabAttribute>().iGetAttack());
         if (injury != null)                                              //受伤
         {
             Instantiate(injury, transform.position, transform.rotation); //受伤 动画
         }
         Debug.Log("Afteratack NowLife" + m_conf.i_GetNowLife());
         if (m_conf.b_GetAlive() == false)//死亡
         {
             if (explosion != null)
             {
                 Instantiate(explosion, transform.position, transform.rotation); //自爆 动画
             }
             this.gameObject.SetActive(false);                                   //玩家设为false
         }
     }
     if (other.tag == "weapon")//判断是否碰到敌人武器
     {
         weaponval_tep = other.gameObject.GetComponent <WeaponVal>();
         Debug.Log("PlayerTruggerEnter:objtag=" + other.tag);
         Debug.Log("PlayerTruggerEnter:weaponval=" + weaponval_tep.Weapon_Flag);
         if (weaponval_tep.Weapon_Flag == 1)//如果是敌人武器,进入if,否则无视武器
         {
             Debug.Log("NowLife" + m_conf.i_GetNowLife());
             if (weaponval_tep.Destroy_Collide == 1)//判断这个武器与物体碰撞后是否销毁,若是则销毁
             {
                 Destroy(other.gameObject);
             }
             m_conf.Damage(weaponval_tep.Weapon_Attack);
             if (injury != null)                                              //受伤
             {
                 Instantiate(injury, transform.position, transform.rotation); //受伤 动画
             }
             Debug.Log("Afteratack NowLife" + m_conf.i_GetNowLife());
             if (m_conf.b_GetAlive() == false)//死亡
             {
                 if (explosion != null)
                 {
                     Instantiate(explosion, transform.position, transform.rotation); //自爆 动画
                 }
                 this.gameObject.SetActive(false);                                   //玩家设为false
             }
         }
         return;
     }
 }