示例#1
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.TryGetComponent <FiringPosition>(out FiringPosition firingPoint))
     {
         _playerMover.MoveToPoint(firingPoint.transform.position);
         _playerMover.SetOnTower(true);
         PlayerOn?.Invoke(_playerMover);
     }
 }
示例#2
0
    private void CulcWarpPos(GameObject other)
    {
        var target = new Vector3(other.transform.position.x, 0, other.transform.position.z);
        var self   = new Vector3(this.transform.position.x, 0, this.transform.position.z);

        var diff  = target - self;
        var axis  = Vector3.Cross(this.transform.right.normalized, diff);
        var angle = Vector3.Angle(this.transform.right.normalized, diff) * (axis.y < 0 ? -1 : 1) / 180.0f;

        PlayerOn playerO = other.GetComponent <PlayerOn>();

        if (_wallType == WALLTYPE.THIN_WALL)
        {
            //Debug.Log(angle);
            if (angle > 0)
            {
                var destPos = this.gameObject.transform.position + transform.forward * mapManager.thinWarpDist;
                other.gameObject.transform.position = new Vector3(destPos.x, other.transform.position.y, destPos.z);
                //Debug.Log(transform.up);
            }
            else if (angle <= 0)
            {
                var destPos = this.gameObject.transform.position - transform.forward * mapManager.thinWarpDist;
                other.gameObject.transform.position = new Vector3(destPos.x, other.transform.position.y, destPos.z);
                //Debug.Log(transform.up);
            }
        }
        if (_wallType == WALLTYPE.CUBE_WALL)
        {
            if (mapManager.isLeft(angle))
            {
                var destPos = this.gameObject.transform.position + transform.right * mapManager.cubeWarpDist;
                other.gameObject.transform.position = new Vector3(destPos.x, other.transform.position.y, destPos.z);
            }
            else if (mapManager.isRight(angle))
            {
                var destPos = this.gameObject.transform.position - transform.right * mapManager.cubeWarpDist;
                other.gameObject.transform.position = new Vector3(destPos.x, other.transform.position.y, destPos.z);
            }
            else if (mapManager.isFront(angle))
            {
                var destPos = this.gameObject.transform.position - transform.forward * mapManager.cubeWarpDist;
                other.gameObject.transform.position = new Vector3(destPos.x, other.transform.position.y, destPos.z);
            }
            else
            {
                var destPos = this.gameObject.transform.position + transform.forward * mapManager.cubeWarpDist;
                other.gameObject.transform.position = new Vector3(destPos.x, other.transform.position.y, destPos.z);
            }
        }
    }
示例#3
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            PlayerOn playerSplitScript = other.gameObject.GetComponent <PlayerOn>();

            if (other.gameObject.layer == LayerMask.NameToLayer("Player_Red") && wfScript.currentState == WallFireScript.STATE.RED)
            {
                CulcWarpPos(other.gameObject);
            }
            if (other.gameObject.layer == LayerMask.NameToLayer("Player_Blue") && wfScript.currentState == WallFireScript.STATE.BLUE)
            {
                CulcWarpPos(other.gameObject);
            }
            if (other.gameObject.layer == LayerMask.NameToLayer("Player_Green") && wfScript.currentState == WallFireScript.STATE.GREEN)
            {
                CulcWarpPos(other.gameObject);
            }
            if (other.gameObject.layer == LayerMask.NameToLayer("Player_Yellow") && wfScript.currentState == WallFireScript.STATE.YELLOW)
            {
                CulcWarpPos(other.gameObject);
            }

            //if (playerSplitScript.isWarp == false)
            //{

            //    if (other.gameObject.layer == LayerMask.NameToLayer("Player_Red") && wfScript.currentState == WallFireScript.STATE.RED)
            //    {
            //        CulcWarpPos(other.gameObject);
            //        playerSplitScript.isWarp = true;
            //    }
            //    if (other.gameObject.layer == LayerMask.NameToLayer("Player_Blue") && wfScript.currentState == WallFireScript.STATE.BLUE)
            //    {
            //        CulcWarpPos(other.gameObject);
            //        playerSplitScript.isWarp = true;

            //    }
            //    if (other.gameObject.layer == LayerMask.NameToLayer("Player_Green") && wfScript.currentState == WallFireScript.STATE.GREEN)
            //    {
            //        CulcWarpPos(other.gameObject);
            //        playerSplitScript.isWarp = true;
            //    }
            //    if (other.gameObject.layer == LayerMask.NameToLayer("Player_Yellow") && wfScript.currentState == WallFireScript.STATE.YELLOW)
            //    {
            //        CulcWarpPos(other.gameObject);
            //        playerSplitScript.isWarp = true;
            //    }
            //}
        }
    }