public void CreatePath() { PathDatabase.PathInfo info = new PathDatabase.PathInfo(); lineCode = -1; if (pathName.text == "") { info.name = "New Path " + pathInfo.data.Count; } else { info.name = pathName.text; } if (speed.text == "") { info.speed = 1f; } else { info.speed = float.Parse(speed.text); } info.constantSpeed = constant.isOn; AddPathMenuItem(info.name); pathInfo.data.Add(info); PathMenuSelect(pathInfo.data.Count - 1); //SetCurrPath(info); SetEnablePointMarker(); // AddFirstPoint(Vector3.zero,new Vector3(10,10,0)); }
public void SetCurrPath() { currPath = pathInfo.data[pathMenu.value]; SetPointMarkerToPath(); SetLineRenderer(); SetPosMarker(); AllUiUpdate(); }
public void SetCurrPath(int code) { currPath = pathInfo.data[code]; SetPointMarkerToPath(); SetLineRenderer(); SetPosMarker(); AllUiUpdate(); }
public void SetCurrPath(PathDatabase.PathInfo info) { currPath = info; SetPointMarkerToPath(); SetLineRenderer(); SetPosMarker(); AllUiUpdate(); }
public virtual void SetEnemy(Vector3 pos, PathDatabase.PathInfo p, EnemyDatabase.EnemyInfo e) //임시 { pathInfo = p; enemyInfo = e; origin = pos; InitValues(); gameObject.SetActive(true); }
public void SetUp(PathDatabase.PathInfo p) { if (p.lines.Count == 0) { return; } path = p; lineCode = 0; time = 0f; speed = path.speed; constant = path.constantSpeed; tp.position = path.startPoint.point; posOrigin = path.startPoint; targetPos = path.lines[lineCode++]; tp.gameObject.SetActive(true); }
public void Init(float ptr, float sp, bool con, Vector3 spawn, Sprite sprite, EnemyDatabase.BulletFrameInfo[] bt, PathDatabase.PathInfo p, Vector2[] shotpt) { spriteRenderer.sprite = sprite; patternRate = ptr; //point = pt; path = p; spawnPos = spawn; speed = sp; constant = con; stayTime = path.startPoint.stayTime; fireRate = 1f / 12f; bullet = bt; shotPoints = shotpt; posOrigin = path.startPoint; targetPos = path.lines[lineCode++]; }