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using mh;
using MH;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BladeScript : ProjectileBase
{
[NonSerialized] public float life;
private static List<IQuadTreeObject> collisions = new List<IQuadTreeObject>();
private SpriteRenderer sr
{
get
{
return this.gameObject.GetComponent<SpriteRenderer>();
}
}
public void Start()
{
Invoke("DestroySelf", life);
}
void DestroySelf()
{
Destroy(this.gameObject);
}
public void Update()
{
Color c = sr.color;
c.a *= 0.99f;
sr.color = c;
}
public void SetFlip(bool flip)
{
sr.flipX = flip;
}
public void FixedUpdate()
{
Vector3 pos = transform.position;
if(PhysicsManager.Instance.RetriveColliders(ref collisions, new Vector4(pos.x, pos.y, 4, 4)))
{
for(int i =0; i < collisions.Count; i++)
{
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
Debug.Log(other.gameObject.name);
LayerMask layerMask = LayerMask.GetMask("Hurtbox");
if ((layerMask & (1 << other.transform.gameObject.layer)) != 0)
{
//Debug.Log(other.GetType().Name);
Rigidbody2D rig = other.transform.parent.GetComponent<Rigidbody2D>();
if(rig != null)
{
Debug.Log("force");
UnitBase hero = UnitManager.hero;
Vector2 pos = transform.position;
Vector2 heroPos = hero.transform.position;
Vector2 dir = (heroPos - pos).normalized;
rig.AddForce(-dir * 100);
rig.GetComponent<SpiritScript>().Die();
}
}
}
}
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