示例#1
0
    //开始搜索目标
    public void SearchTargetStart(Action <Unit> onHitTargetCallback)
    {
        isSearchingTarget = true;
        currentTargetList = new List <Unit>();

        onHitTarget = onHitTargetCallback;

        //对接触该碰撞体的单位施加效果
        for (int i = colliderList.Count - 1; i >= 0; i--)
        {
            Unit unit = colliderList[i];
            Debug.Log(unit.name);
            if (RelationshipManager.RelationshipBetween(holder, unit) == Relationship.Enemy)
            {
                currentTargetList.Add(unit);

                onHitTarget?.Invoke(unit);
            }
        }
    }
示例#2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        Unit unit = collision.GetComponent <Unit>();

        if (unit != null)
        {
            //Debug.Log("OnTriggerEnter2D:" + unit.name);

            colliderList.Add(unit);

            //如果在搜索目标,而且目标是敌人,触发效果
            if (isSearchingTarget && RelationshipManager.RelationshipBetween(holder, unit) == Relationship.Enemy)
            {
                //没在已成为目标的List中
                if (!currentTargetList.Contains(unit))
                {
                    currentTargetList.Add(unit);

                    onHitTarget?.Invoke(collision.GetComponent <Unit>());
                }
            }
        }
    }