Пример #1
0
    public void initiallize(Vector3 _position, AttackInfo _head_Damage)
    {
        Head_Damage = _head_Damage;
        if (isActiveAndEnabled)
        {
            state = Head_State.Flying;
            switch (FindObjectOfType <LittleBoneCtr>().state.dir)
            {
            case Dir.Left:
            {
                dirVec2 = Vector2.left;
            }
            break;

            case Dir.Right:
            {
                dirVec2 = Vector2.right;
            }
            break;
            }

            transform.position       = _position + new Vector3(0, 0.11f, 0);
            _rigidbody2D.constraints = RigidbodyConstraints2D.FreezePositionY;

            StartCoroutine(WaitForDelay());
        }
    }
Пример #2
0
    public void OnCollisionEnter2D(Collision2D _col)
    {
        state = Head_State.Waiting;
        _rigidbody2D.constraints = RigidbodyConstraints2D.None;
        if (_col.transform.CompareTag("Player"))
        {
            StartCoroutine("DisableHead");
        }

        if (_col.transform.CompareTag("Enemy"))
        {
            _col.transform.SendMessage("Attacked", Head_Damage);
        }
    }