private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "ScoreLine") { scoreline++; } if (other.tag == "item") { ItemJump o = other.gameObject.GetComponent <ItemJump>(); if (o != null) { audioSource.PlayOneShot(ItemSE); IJumpH = o.boundHeight; //踏んづけたものから跳ねる高さを取得する IJumpC += o.boundCount; IJump = true; o.playerjump = true; //踏んづけたものに対して踏んづけた事を通知する jumpText.text = string.Format("ジャンプ残り {0} 回", IJumpC); } else { Debug.Log("ObjectCollisionが付いてないよ!"); } } if (other.gameObject.tag == "DeathGround") { Camera.main.gameObject.GetComponent <CameraScritpt>().Shake(); Instantiate(playerDeathObj, transform.position, Quaternion.identity); //プレイヤー死亡 isDeadFlag = true; } if (other.gameObject.tag == "ColorBlock") { hip = false; stop = false; } }
private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag == "Ground") { //プレイヤー死亡 isDeadFlag = true; } if (other.gameObject.tag == "DGround") { OnDamegeEffect(); Hp--; HPtext.text = string.Format("HP: {0}", Hp); } if (other.collider.tag == "item") { ItemJump o = other.gameObject.GetComponent <ItemJump>(); if (o != null) { IJumpH = o.boundHeight; //踏んづけたものから跳ねる高さを取得する IJumpC = o.boundCount; IJump = true; o.playerjump = true; //踏んづけたものに対して踏んづけた事を通知する } else { Debug.Log("ObjectCollisionが付いてないよ!"); } } if (other.collider.tag == "Enemy" || other.collider.tag == "HighEnemy") { //踏みつけ判定になる高さ float stepOnHeight = (capcol.size.y * (stepOnRate / 100f)); //踏みつけ判定のワールド座標 float judgePos = transform.position.y - (capcol.size.y / 2f) + stepOnHeight; Debug.Log("接触したよ"); foreach (ContactPoint2D p in other.contacts) { if (p.point.y < judgePos) { EnemyJump o = other.gameObject.GetComponent <EnemyJump>(); if (o != null) { otherJumpHeight = o.boundHeight; //踏んづけたものから跳ねる高さを取得する o.playerjump = true; //踏んづけたものに対して踏んづけた事を通知する jumpPos = transform.position.y; //ジャンプした位置を記録する isOtherJump = true; isJump = false; jumpTime = 0.0f; Debug.Log("ジャンプしたよ"); Camera.main.gameObject.GetComponent <CameraScritpt>().Shake(); if (other.collider.tag == "Enemy") { score += AddPoint / 2;//スコアを足す(4/17) } else { score += HighPoint / 2; } } else { Debug.Log("ObjectCollisionが付いてないよ!"); } } else { isDown = true; break; } } } }