using GUPS.AntiCheat.Protected; using System.Collections; using UnityEngine; using UnityEngine.UI; public class LuckyGameObj : MonoBehaviour { public Image m_image; public GameObject go_effect; public Rigidbody2D m_Rigidbody2D; ProtectedInt32 m_Amount; bool isCollision; public void Init(Vector3 pos) { transform.localPosition = pos; isCollision = false; m_image.enabled = true; go_effect.SetActive(false); m_Amount = 1; m_Amount.Obfuscate(); m_Rigidbody2D.bodyType = RigidbodyType2D.Dynamic; } public void StopObj() { m_Rigidbody2D.bodyType = RigidbodyType2D.Kinematic; } public void Tilt_Cup() { StartCoroutine(Co_Update()); } IEnumerator Co_Update() { yield return new WaitForSeconds(20f); if (!isCollision) Set_Collision(0); } private void OnCollisionEnter2D(Collision2D collision) { if (isCollision || collision == null) return; switch (collision.collider.tag) { case "Player": Set_Collision(m_Amount); break; case "Finish": Set_Collision(0); break; } } void Set_Collision(int amount) { LobbyUI.Ins.m_Game_Lucky.Add_Amount(amount); m_image.enabled = false; go_effect.SetActive(true); isCollision = true; } }