public void sendThemBack() { var CircleCenter = GetComponent <Transform>().transform.position; Affectables = Physics2D.OverlapCircleAll(new Vector2(CircleCenter.x, CircleCenter.y), CastRadius); Debug.Log("We called sendThemBack() at " + Time.unscaledTime + "\r\nNumber of objects within clock rock radius is " + Affectables.Length); GameObject cam = GameObject.Find("Main Camera"); cam.GetComponent <ClockRockAudio>().ClockRockChange(); foreach (Collider2D changing in Affectables) { Debug.Log("Object within radius of Clock Rock: " + changing.gameObject); } int objects_affected = 0; //Get the time state we want to change the radius to Timeable.timeState toChange = newTime(); //Change the time state of all of the (affectable) objects in the radius foreach (Collider2D collider in Affectables) { Timeable iter = collider.gameObject.GetComponent <Timeable>(); if (iter == null || iter.enabled == false) { continue; } else { objects_affected += 1; iter.changeTime(toChange); } } LocalTimeState = toChange; Debug.Log("Finished sendThemBack. Total number of objects changed: " + objects_affected); }
// Start is called before the first frame update void Start() { l = gameObject.GetComponent <LineRenderer>(); gun = transform.position; _timeable = gameObject.GetComponent <Timeable>(); }