示例#1
0
 void Awake()
 {
     colliderUp    = transform.GetChild(0).GetComponent <CheckCollider>();
     colliderRight = transform.GetChild(1).GetComponent <CheckCollider>();
     colliderDown  = transform.GetChild(2).GetComponent <CheckCollider>();
     colliderLeft  = transform.GetChild(3).GetComponent <CheckCollider>();
 }
示例#2
0
 //public bool crawl = false;
 void Awake()
 {
     knifeCollider.gameObject.SetActive(false);
     pv = GetComponent <PhotonView>();
     if (pv.isMine)
     {
         //rader.playerPos = tr;
         ps  = GetComponent <PlayerState>();
         sbm = GetComponentInChildren <StateBarManager>();
         rb  = GetComponent <Rigidbody>();
         om  = GetComponent <OptionManager>();
         fs  = GetComponent <FireScript>();
         cc  = GetComponent <CheckCollider>();
         Camera.main.GetComponent <CameraControl>().Player  = this.gameObject;
         Camera.main.GetComponent <CameraControl>().enabled = true;
     }
     else
     {
         //anim = null;
         scopeOverlay    = null;
         cameraTransform = null;
         camPivot        = null;
         //rb.isKinematic = true;
         //this.enabled = false;
     }
 }
示例#3
0
 void Awake()
 {
     pv              = GetComponent <PhotonView>();
     camCon          = Camera.main.GetComponent <CameraControl>();
     optionManager   = GetComponent <OptionManager>();
     charMove        = GetComponent <CharacterMove>();
     fireScript      = GetComponent <FireScript>();
     currHp          = Constants.initHp;
     renderers       = GetComponentsInChildren <MeshRenderer>();
     skinRenderers   = GetComponentsInChildren <SkinnedMeshRenderer>();
     colliders       = GetComponentsInChildren <Collider>();
     canvas          = GetComponentsInChildren <Canvas>();
     checkColliderCs = GetComponent <CheckCollider>();
     sbm             = GetComponentInChildren <StateBarManager>();
     if (!pv.isMine)
     {
         otherUIobj.SetActive(false);
         gameOverUIobj.SetActive(false);
         deathCamPivot.SetActive(false);
     }
 }
示例#4
0
    void Check(CustomCollider tCollider1, CustomCollider tCollider2)
    {
        ColliderType type1  = tCollider1.Type;
        ColliderType type2  = tCollider2.Type;
        bool         result = false;

        switch (type1)
        {
        case ColliderType.Circle:
            switch (type2)
            {
            case ColliderType.Circle:
                result = CheckCollider.CheckCircleAndCircle(tCollider1 as CustomCircleCollider, tCollider2 as CustomCircleCollider);
                break;

            case ColliderType.Polygon:
            case ColliderType.Rectangle:
                result = CheckCollider.CheckPolygonAndCircle(tCollider2 as CustomPolygonCollider, tCollider1 as CustomCircleCollider);
                break;
            }
            break;

        case ColliderType.Polygon:
        case ColliderType.Rectangle:
            switch (type2)
            {
            case ColliderType.Circle:
                result = CheckCollider.CheckPolygonAndCircle(tCollider1 as CustomPolygonCollider, tCollider2 as CustomCircleCollider);
                break;

            case ColliderType.Polygon:
            case ColliderType.Rectangle:
                result = CheckCollider.CheckPolygonAndPolygon(tCollider1 as CustomPolygonCollider, tCollider2 as CustomPolygonCollider);
                break;
            }
            break;
        }
    }