示例#1
0
 /// <summary>
 /// 更新処理(当たり判定)
 /// </summary>
 /// <param name="collision"></param>
 public void UpdateCollision(BaseCollisionConstruction collision, RpgCollisionDetailsControl this_collision_control, List <BaseCollisionConstruction> opponent_collider)
 {
     if (collision == null)
     {
         return;
     }
     if (rpg_collision_ == null)
     {
         return;
     }
     Collider[] colliders = CollisionTypeOverLap();
     RpgCollisionCalculation.CollisionCorrection(collision, this_collision_control, this, opponent_collider, colliders);
 }
示例#2
0
 /// <summary>
 /// コリジョンのタイプで当たり判定が変わる
 /// </summary>
 private Collider[] CollisionTypeOverLap()
 {
     Collider[] colliders = new Collider[0];
     if (rpg_collision_.GetType() == typeof(BoxCollider))
     {
         colliders = RpgCollisionCalculation.BoxCalculation((BoxCollider)rpg_collision_);
     }
     else if (rpg_collision_.GetType() == typeof(SphereCollider))
     {
         colliders = RpgCollisionCalculation.SphereCalculation((SphereCollider)rpg_collision_);
     }
     else if (rpg_collision_.GetType() == typeof(CapsuleCollider))
     {
         colliders = RpgCollisionCalculation.CapsuleCalculation((CapsuleCollider)rpg_collision_);
     }
     return(colliders);
 }