示例#1
0
    public void Take_Damage_Spear(WeaponSpear spear)
    {
        if (took_hit_invincible)
        {
            return;
        }

        spear.Fix_Spear_To(this.gameObject);
        Take_Damage(spear.damage);
    }
示例#2
0
    void OnTriggerStay2D(Collider2D coll)
    {
        GameObject target = coll.gameObject;

        if (target.tag == "Spear")
        {
            WeaponSpear spear = target.GetComponentInChildren <WeaponSpear> ();
            if (Is_Harmful_Spear(spear))
            {
                spear.Stop();
                Divide_Asteroid();
            }
        }
    }
示例#3
0
    public override void OnTriggerEnter2D(Collider2D coll)
    {
        GameObject target = coll.gameObject;

        if (target.tag == "Spear")
        {
            WeaponSpear spear = target.GetComponentInChildren <WeaponSpear> ();
            if (Is_Harmful_Spear(spear))
            {
                spear.Stop();
                Divide_Asteroid();
            }
        }
        if (target.tag == "Player")
        {
            Register_Hit(target);
        }
    }
示例#4
0
    void OnTriggerEnter2D(Collider2D coll)
    {
        GameObject target = coll.gameObject;

        if (gameObject.tag != "DragonAttackFireball" && !lookingAt(target, this.gameObject))
        {
            return;
        }
        if (target.tag == "Arrow")
        {
            target.GetComponentInChildren <WeaponArrow>().Fix_Arrow_To(this.gameObject);
        }
        if (target.tag == "Knife")
        {
            target.GetComponentInChildren <WeaponKnife>().Fix_Knife_To(this.gameObject);
        }
        if (target.tag == "Spear" && gameObject.tag != "DragonAttackFireball")
        {
            WeaponSpear spear = target.GetComponentInChildren <WeaponSpear>();
            Debug.Log(spear);
            spear.Fix_Spear_To(this.gameObject);
        }
    }
示例#5
0
 void Get_Spear(WeaponSpear spear)
 {
     spear.Destroy_Now();
 }
示例#6
0
 bool Is_Harmful_Spear(WeaponSpear spear)
 {
     return(can_destroy && spear.GetComponentInChildren <Rigidbody2D> ().velocity.magnitude > 0.25f);
 }