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tetra-tower
Commits
09a09bd6
Commit
09a09bd6
authored
Feb 21, 2019
by
abpo11
Browse files
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이제 모든 종류의 가시가 정상적으로 작동함. 가시를 추가하려면 udlr 순서대로 배열에 넣어주면 됨
parent
bda25718
Changes
2
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2 changed files
with
98 additions
and
16 deletions
+98
-16
PlayScene.unity
Assets/Scenes/PlayScene.unity
+68
-0
playerOnSpike.cs
Assets/Scripts/playerOnSpike.cs
+30
-16
No files found.
Assets/Scenes/PlayScene.unity
View file @
09a09bd6
...
...
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...
...
Assets/Scripts/playerOnSpike.cs
View file @
09a09bd6
...
...
@@ -3,7 +3,10 @@ using System.Collections.Generic;
using
UnityEngine
;
using
UnityEngine.Tilemaps
;
public
class
playerOnSpike
:
MonoBehaviour
{
public
TileBase
[]
spikeTile
;
public
TileBase
[]
spikeTileu
;
public
TileBase
[]
spikeTiled
;
public
TileBase
[]
spikeTilel
;
public
TileBase
[]
spikeTiler
;
public
Rigidbody2D
rb
;
public
int
SpikeLayer
=
10
;
//10 is for spike layer
public
float
spikeDamage
=
5f
;
...
...
@@ -32,28 +35,39 @@ public class playerOnSpike : MonoBehaviour {
if
(
colTile
!=
null
)
{
EnemyAttackInfo
attack
=
new
EnemyAttackInfo
(
spikeDamage
,
0f
,
0
,
null
,
null
);
//넉백은 따로 구현
GetComponent
<
PlayerAttack
>().
TakeDamage
(
attack
);
GetComponent
<
PlayerAttack
>().
TakeDamage
(
attack
);
//방향에 따른 넉백 구현
if
(
colTile
==
spikeTile
[
0
])
//spike up tile
{
// print("uuch!");
rb
.
velocity
=
new
Vector2
(
rb
.
velocity
.
x
,
spikeKnockBacky
);
foreach
(
TileBase
tile
in
spikeTileu
)
{
if
(
colTile
==
tile
)
//spike up tile
{
// print("uuch!");
rb
.
velocity
=
new
Vector2
(
rb
.
velocity
.
x
,
spikeKnockBacky
);
}
}
else
if
(
colTile
==
spikeTile
[
1
])
//spike down tile
foreach
(
TileBase
tile
in
spikeTiled
)
{
// print("duch!");
rb
.
velocity
=
new
Vector2
(
rb
.
velocity
.
x
,
-
spikeKnockBacky
);
if
(
colTile
==
tile
)
//spike down tile
{
// print("duch!");
rb
.
velocity
=
new
Vector2
(
rb
.
velocity
.
x
,
-
spikeKnockBacky
);
}
}
if
(
colTile
==
spikeTile
[
2
])
//spike l tile
foreach
(
TileBase
tile
in
spikeTilel
)
{
// print("luch!");
rb
.
velocity
=
new
Vector2
(
-
spikeKnockBackx
,
rb
.
velocity
.
y
);
if
(
colTile
==
tile
)
//spike l tile
{
// print("luch!");
rb
.
velocity
=
new
Vector2
(-
spikeKnockBackx
,
rb
.
velocity
.
y
);
}
}
else
if
(
colTile
==
spikeTile
[
3
])
//spike r tile
foreach
(
TileBase
tile
in
spikeTiler
)
{
// print("ruch!");
rb
.
velocity
=
new
Vector2
(
spikeKnockBackx
,
rb
.
velocity
.
y
);
if
(
colTile
==
tile
)
//spike r tile
{
// print("ruch!");
rb
.
velocity
=
new
Vector2
(
spikeKnockBackx
,
rb
.
velocity
.
y
);
}
}
}
}
...
...
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