示例#1
0
    private void OnCollisionEnter(Collision collision)
    //    void OnTriggerStay(Collider other)
    // private void OnTriggerEnter(Collider other) //需区分碰撞的对象,限制为敌人才有反应
    {
        if (collision == null)
        {
            return;
        }

        // if (charInstance == null)
        // {
        //     charInstance = App.Game.character;
        // }
        if ((selfAI == null) || (selfProperty == null))
        {
            return;
        }

        ////以上为容错及过滤其它碰撞///////////
        if (collision.collider.tag == csTagRole) //碰到角色
        {
            roleProperty colPro = collision.gameObject.GetComponent <roleProperty>();
            if ((colPro.roleSort != selfProperty.roleSort) &&
                (colPro.hp > 0) &&
                (selfProperty.hp > 0)
                )                                             //是敌人,且双方存活
            {
                selfProperty.showUI();                        //显示自己的UI即可
                if (selfAI.enemyObj == null)                  //当前为空,马上攻击敌人
                {
                    selfAI.setEnemyObj(collision.gameObject); //设置朝向及攻击目标是相互的
                    selfAI.addEnemyToLst(collision.gameObject);
                    selfAI.lookAtEnemy(selfAI.gameObject, selfAI.enemyObj);
                }
                else                       //
                {
                    selfAI.addEnemyToLst(collision.gameObject);
                }
            }
        }

        /*
         * if (monControl.IsDie() == false)
         * {
         *
         *  //判断目标是否存活
         *  //双方的enemy加上对方, 双方显示血条
         *
         *  if (monControl.IsInAttackState() == false)
         *  {
         *      monControl.setToAttack(charInstance.roleInstance.transform.position);
         *  }
         *
         * }*/
    }
示例#2
0
    // Update is called once per frame
    private void OnCollisionEnter(Collision collision)
    {
        if (collision == null)
        {
            return;
        }

        if ((selfAI == null) || (selfProperty == null))
        {
            return;
        }

        if (collision.collider.tag == csTagRole) //碰到角色
        {
            roleProperty colPro = collision.gameObject.GetComponent <roleProperty>();
            if ((colPro.roleSort != selfProperty.roleSort) &&
                (colPro.hp > 0) &&
                (selfProperty.hp > 0)
                ) //是敌人,且双方存活
            {
                selfProperty.showUI();
                if (selfAI.enemyObj == null)
                { //进入战斗
                    CsdUIControlMgr.uiMgr().msgNoteTop();
                    selfAI.setEnemyObj(collision.gameObject);
                    selfAI.addEnemyToLst(collision.gameObject);
                    //  selfAI.lookAtEnemy(selfAI.gameObject, selfAI.enemyObj);
                }
                else
                {
                    selfAI.addEnemyToLst(collision.gameObject);
                }
            }
        }
        else if (collision.collider.tag == csTagGold)
        {
            // Debug.LogWarning("colision gold");
            collision.transform.gameObject.SetActive(false);
            stageMgr.stage().addReward();
        }
    }