// Use this for initialization void Awake() { _box = GetComponent <BoxCollider>(); _box.enabled = false; _interface = new PlayerAction(); Vector3 half = Vector3.Cross(Vector3.up, transform.forward) * _box.size.x * _box.transform.localScale.x * 0.5f; _left = _box.center + _box.transform.position - half; _right = _box.center + _box.transform.position + half; }
private void OnTriggerEnter(Collider c) { if (c.gameObject.CompareTag("Player")) { if (this._uiOperation == null || this._uiOperation.Deprecated) { this._uiOperation = XSingleton <XInterfaceMgr> .singleton.GetInterface <IXPlayerAction>(1u); } if (this._uiOperation != null) { this._uiOperation.GotoTerritoryBattle(this.index); } } }
private void OnTriggerExit(Collider c) { if (c.gameObject.CompareTag("Player")) { if (this._uiOperation == null || this._uiOperation.Deprecated) { this._uiOperation = XSingleton <XInterfaceMgr> .singleton.GetInterface <IXPlayerAction>(1u); } if (this._uiOperation != null) { this._uiOperation.GotoFishing(this.m_SeatIndex, false); } } }
private void Update() { if (this._interface == null || this._interface.Deprecated) { this._interface = XSingleton <XInterfaceMgr> .singleton.GetInterface <IXPlayerAction>(1u); } if (this._interface != null && this._interface.IsValid) { Vector3 vector = this._interface.PlayerPosition(true); Vector3 a = this._interface.PlayerLastPosition(true); if ((a - vector).sqrMagnitude > 0f) { this.CollisionDetected(vector); } } }