/// <summary> /// 操作中のプレイヤーキャラの鉄棒を補充する /// </summary> /// <returns></returns> public override bool Tap(Main_PlayerCharacter chara) { float r = Main_GameManager.MainSettings.BarStorage_Radius; //設定の距離よりも近ければ var pos1 = new Vector2(chara.transform.position.x, chara.transform.position.z); var pos2 = new Vector2(transform.position.x, transform.position.z); Debug.Log(Vector3.SqrMagnitude(pos1 - pos2)); if (Vector3.SqrMagnitude(pos1 - pos2) <= r * r) { return(chara.ReplenishmentBar()); } return(false); }
/// <summary> /// 操作中のプレイヤーキャラの鉄棒を補充する /// </summary> /// <returns></returns> /// private void OnTriggerEnter(Collider other) { Debug.Log(other); if (other.gameObject.layer == (int)Layers.Character) { Main_PlayerCharacter chara = other.GetComponent <Main_PlayerCharacter>(); if (chara == null) { return; } float r = Main_GameManager.MainSettings.BarStorage_Radius; //設定の距離よりも近ければ var pos1 = new Vector2(chara.transform.position.x, chara.transform.position.z); var pos2 = new Vector2(transform.position.x, transform.position.z); chara.ReplenishmentBar(); } }