Inheritance: MonoBehaviour
示例#1
0
    void CheckWaterCollision()
    {
        Vector3 Pos = WaterCollisionCheckList[0];

        WaterCollisionCheckList.RemoveAt(0);

        Debug.DrawLine(Pos - Vector3.up * WaterDropRadius, Pos + Vector3.up * WaterDropRadius, Color.red);
        Debug.DrawLine(Pos - Vector3.left * WaterDropRadius, Pos + Vector3.left * WaterDropRadius, Color.red);

        Collider2D[] HitObjects = Physics2D.OverlapCircleAll(Pos, WaterDropRadius);

        foreach (Collider2D coll in HitObjects)
        {
            if (coll.CompareTag("forest"))
            {
                FireCell cell = coll.gameObject.GetComponent <FireCell>();

                if (cell)
                {
                    cell.CurrentHealth -= WaterDamage;
                }
            }
            else if (coll.CompareTag("enemy"))
            {
                HealthBar     demon          = coll.GetComponent <HealthBar>();
                DemonBehavior demon_behavior = coll.GetComponent <DemonBehavior>();
                if (GameObject.Find("Player").GetComponent <ScoreComponent>().bDamageBoost)
                {
                    demon.Health -= WaterDamage * 2;
                }
                else
                {
                    demon.Health -= WaterDamage;
                }
                demon_behavior.Hit();
            }
        }
    }
示例#2
0
    void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "enemy")
        {
            //print ("HIT");
            GameObject player = GameObject.FindGameObjectWithTag("Player");
            int        Damage;
            if (player.GetComponent <ScoreComponent>().bDamageBoost)
            {
                Damage = player.GetComponent <DropWater> ().WaterBulletDamage *2;
            }
            else
            {
                Damage = player.GetComponent <DropWater> ().WaterBulletDamage;
            }

            HealthBar     demon          = collision.GetComponent <HealthBar>();
            DemonBehavior demon_behavior = collision.GetComponent <DemonBehavior>();
            demon.Health -= Damage;
            demon_behavior.Hit();

            Die();
        }
    }