Beispiel #1
0
 void Start()
 {
     mainSnake     = GameObject.FindGameObjectWithTag("SnakeMain").GetComponent <SnakeMovment>();
     Speed         = mainSnake.Speed;
     tailTargetObj = mainSnake.tailObjects[mainSnake.tailObjects.Count - 2];
     indx          = mainSnake.tailObjects.IndexOf(gameObject);
 }
Beispiel #2
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 void Awake()
 {
     //mainSnake = tailTargetObj.GetComponent<SnakeMovment>();
     mainSnake     = GameObject.FindGameObjectWithTag("player").GetComponent <SnakeMovment>();
     tailTargetObj = mainSnake.tailObjects[mainSnake.tailObjects.Count - 1];
     gameObject.GetComponentInChildren <Renderer>().material.color = mainSnake.gameObject.GetComponentInChildren <Renderer>().material.color;
 }
Beispiel #3
0
 void Start()
 {
     mainSnake = GameObject.FindGameObjectWithTag("SnakeMain").GetComponent <SnakeMovment>();
     // Magic numbers aren't good style, make it by multiplying on a variable
     // 2.5f should be a variable like float speedMultiplier
     // And one more thing. What would you do if snake speed change? Look for Observer pattern
     Speed = mainSnake.Speed + 2.5f;
     // Actually not the best solution. I've understood what you want to do, but we can write a function GetTailTarget() or
     // smth similar. And I don't get why you get link to the snake head. As for me, better to get link to the last tail obj
     // and move toward it
     tailTargetObj = mainSnake.tailObjects[mainSnake.tailObjects.Count - 2];
     indx          = mainSnake.tailObjects.IndexOf(gameObject);
 }