示例#1
0
    void OnCollisionStay(Collision other)
    {
        //和怪物接触后,减速

        if (other.gameObject.tag == "OniGroup")
        {
            if (this.step != Step.Miss)
            {
                this.next_step = Step.Miss;

                //玩家和怪物接触时的处理

                this.scene_control.OnPlayerMissed();

                //记录下怪物组和玩家发生了接触

                OniGroupControl oni_group = other.gameObject.GetComponent <OniGroupControl>();

                oni_group.OnPlayerHitted();
            }
        }
        //是否着陆了?
        if (other.gameObject.tag == "Floor")
        {
            is_runnig = true;
        }
    }
示例#2
0
    public void OnCollisionStay(Collision other)
    {
        if (other.gameObject.tag == "OniGroup")
        {
            do
            {
                if (this.attackTimer > 0.0f)
                {
                    break;
                }

                if (this.step == STEP.MISS)
                {
                    break;
                }

                this.next_step = STEP.MISS;

                this.scene_control.OnPlayerMissed();

                OniGroupControl oniGroup = other.gameObject.GetComponent <OniGroupControl>();

                oniGroup.OnPlayerHitted();
            } while (false);
        }

        if (other.gameObject.tag == "Floor")
        {
            if (other.relativeVelocity.y >= Physics.gravity.y * Time.deltaTime)
            {
                this.is_contact_floor = true;
            }
        }
    }