/// <summary> /// On verifie si la zone d'attaque est possible, si oui on modifie le booléen canPlantArm correspondant dans le MiniGameController /// </summary> /// <param name="col"></param> private void AttackZoneCheckIn(Collider col) { switch (col.gameObject.name) { case "UpperUpLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = true; _currentPosition = ClawStatus.UpperUpLeft; break; case "LowerUpLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = true; _currentPosition = ClawStatus.LowerUpLeft; break; case "UpperBottomLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = true; _currentPosition = ClawStatus.UpperBottomLeft; break; case "LowerBottomLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = true; _currentPosition = ClawStatus.LowerBottomLeft; break; case "UpperUpRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = true; _currentPosition = ClawStatus.UpperUpRight; break; //LE COEUR !!! case "LowerUpRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = true; _currentPosition = ClawStatus.LowerUpRight; //On met du feed back dans le controller du joueur pour indiqué qu'il est sur le coeur break; case "UpperBottomRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = true; _currentPosition = ClawStatus.UpperBottomRight; break; case "LowerBottomRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = true; _currentPosition = ClawStatus.LowerBottomRight; break; } }
/// <summary> /// On enleve la possibilité de planter un bras lorsque le bras sort d'une des zones d'attaques /// </summary> /// <param name="col"></param> private void AttackZoneCheckOut(Collider col) { switch (col.gameObject.name) { case "UpperUpLeftAttackZone" : GetComponentInParent<MiniGameController>().canPlantRightArm = false; _currentPosition = ClawStatus.None; break; case "LowerUpLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = false; _currentPosition = ClawStatus.None; break; case "UpperBottomLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = false; _currentPosition = ClawStatus.None; break; case "LowerBottomLeftAttackZone": GetComponentInParent<MiniGameController>().canPlantRightArm = false; _currentPosition = ClawStatus.None; break; case "UpperUpRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = false; _currentPosition = ClawStatus.None; break; case "LowerUpRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = false; _currentPosition = ClawStatus.None; break; case "UpperBottomRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = false; _currentPosition = ClawStatus.None; break; case "LowerBottomRightAttackZone": GetComponentInParent<MiniGameController>().canPlantLeftArm = false; _currentPosition = ClawStatus.None; break; } }