Beispiel #1
0
 void OnTriggerStay2D(Collider2D col)
 {
     // if something collides and stays, mark it as a potential thing to be launched (launchee)
     if (col.gameObject.tag == "canmovepulley" || col.gameObject.tag == "Player")
     {
         launchee = col.gameObject;
         //Debug.Log ("Launchee: " + col.gameObject.name);
         rocksLever = launchee.GetComponent <lever> ();
         rb         = launchee.GetComponent <Rigidbody2D> ();
     }
     //working on this
 }
Beispiel #2
0
    void Start()      //don't render switch objects by default
    {
        sprite_renderer         = gameObject.GetComponent <SpriteRenderer>();
        sprite_renderer.enabled = false;

        box         = gameObject.GetComponent <BoxCollider2D> ();
        box.enabled = false;

        //ATTENTION TROGLODYTES: If making a new switch, create a new file obs_toggle_X, where X is the new letter.
        //Then copy-paste this and change the letter below so it matches your new switch.
        //Make sure all your obs for the new switch use this script, and not one for a diff switch.
        lever  = GameObject.Find("lever_b");
        script = (lever)lever.GetComponent(typeof(lever));
    }
Beispiel #3
0
 // Use this for initialization
 void Start()
 {
     leverclass = this.gameObject.GetComponent <lever> ();
 }