protected void HandleDestructionCollision(Collider collider) { if (LayerMaskUtil.ContainsLayer(mDestructionMask, collider.gameObject.layer)) { Destroy(gameObject.transform.root.gameObject); } }
protected override void HandleCollision() { if (LayerMaskUtil.ContainsLayer(mCollisionMask, mCollider.gameObject.layer)) { mBomb.mDetonationActivated = true; } }
protected void HandleBomberCharacterCollision(Collider collider) { if (LayerMaskUtil.ContainsLayer(mBomberMask, collider.gameObject.layer)) { HandleCollected(collider); } }
protected void HandleTriggerCollision(Collider collider) { if (LayerMaskUtil.ContainsLayer(mCollisionMask, collider.gameObject.layer)) { mBomb.mDetonationActivated = true; } }
void OnTriggerEnter(Collider collider) { if (!mDestructionActivated && LayerMaskUtil.ContainsLayer(mDestroyLayerMask, collider.gameObject.layer)) { mDestructionTime = Time.time + 1; mDestructionActivated = true; } }
protected void OnTriggerEnter(Collider collider) { if (LayerMaskUtil.ContainsLayer(mPlayerMask, collider.gameObject.layer)) { // TODO: Code the win pose here LevelChangeManager.ChangeLevel(); } }
protected override void HandleCollision() { if (mCollider != null) { if (LayerMaskUtil.ContainsLayer(mCollisionMask, mCollider.gameObject.layer)) { mHitTakenController.ApplyHit(); } } }
public void AddCollision(Collider collider) { if (LayerMaskUtil.ContainsLayer(mCollisionMask, collider.gameObject.layer)) { // if(mCollisionEnabled && collider != null && mStrikeBoxCollider == null) if (!mHasCollision && mCollisionEnabled) { mHasCollision = true; mCollider = collider; // mCollisionEnabled = false; } } }
protected override void HandleCollision() { if (mCollider != null) { if (LayerMaskUtil.ContainsLayer(mCollisionMask, mCollider.gameObject.layer)) { mDestructionActivated = true; mCollisionEnabled = false; } } else { CleanCollision(); } }
// void OnDrawGizmosSelected() // { // Render(); // } protected void Render() { GameObject[] gameObjects = GameObject.FindObjectsOfType <GameObject>(); foreach (GameObject gameObject in gameObjects) { if (mRenderer != null && !LayerMaskUtil.ContainsLayer(mIgnoredLayer, gameObject.layer)) { Collider[] colliders = gameObject.GetComponents <Collider>(); foreach (Collider collider in colliders) { if (!collider.enabled) { continue; } DrawBoxCollider(collider); // DrawCapsuleCollider(collider); DrawSphereCollider(collider); } } } }