private void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Player") { col.GetComponent <Player>().PlayerDamage(m_status.Attack()); } }
protected void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Player") { //Debug.Log("敵:えいっ!"); m_player.GetComponent <Player>().PlayerDamage(m_status.Attack()); } }
private void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Player") { col.GetComponent <Player>().PlayerDamage(m_status.Attack()); Destroy(this.gameObject); } if ((col.gameObject.tag == "Slash" || col.gameObject.tag == "Fist") && !m_counter) { m_counter = true; transform.DOMove(new Vector3(transform.parent.gameObject.transform.position.x, transform.parent.gameObject.transform.position.y), 2.0f); transform.parent = null; } if (col.gameObject.tag == "Enemy" && m_counter) { m_enemyManager.EnemyDamage(m_status.Attack(), col.gameObject); Destroy(this.gameObject); } }
/// <summary> /// 攻撃状態 /// </summary> protected virtual void AttackState() { LookAtTarget(m_player, m_flip); //数秒ごとに攻撃 m_attackTime += Time.deltaTime; if (m_attackTime > 3.0f) { Debug.Log("敵:えいっ!"); m_player.GetComponent <Player>().PlayerDamage(m_status.Attack()); m_attackTime = 0; } if (Input.GetKeyDown(KeyCode.Z)) { Debug.Log("敵:ぐはっ…"); m_status.Damage(10); //攻撃受けたらフラグ立てて //何秒かは攻撃しない } }