void OnTriggerEnter(Collider Other) { Debug.Log("Collision"); if (Other.gameObject.GetComponent("movementController") != null) { movementController theActor = Other.gameObject.GetComponent <movementController>(); if (PickupEffect.Length > 0) { //theActor.inflicted = PickupEffect; theActor.moreThanOneEffect(PickupEffect); } //Debug.Log(Pickup.GetInstanceID()); //if(Pickup.GetInstanceID() != float) //{ //} //Pickup[0].h //collider.gameObject.GetComponent<movementController>().inflicted = Pickup[0].GetType("StatusEffect"); } if (destroyOnEnter) { Debug.LogWarning("Play Effects!"); Destroy(this.gameObject); } }
//public float sizeOfBox; private void Awake() { cam = Camera.main; eventManagerObject = GameObject.FindGameObjectWithTag("EventManager"); eventManagerScript = eventManagerObject.GetComponent <EventManager>(); eventManagerScript.sendMeYourScreenPos.AddListener(sendScreenPos); movementControllerScript = GetComponent <movementController>(); }
public override void Initialize(GameObject obj) { Debug.LogWarning("Effector requires something to effect, how it will be effected."); effector = obj; playerCon = obj.GetComponent <movementController>(); //effector = obj; //////launcher = obj.GetComponent<ProjectileShootTriggerable>(); //////launcher.projectileForce = projectileForce; //////launcher.projectile = projectile; }
// Start is called before the first frame update void Start() { //input coordinates of verticies of 4 shape float[] vertexCoords = { -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; //every pair shows indexes in vertexCoords that are connected by line. int[] edgeIndices = { 0, 1, 0, 2, 0, 4, 0, 8, 1, 3, 1, 5, 1, 9, 2, 3, 2, 6, 2, 10, 3, 7, 3, 11, 4, 5, 4, 6, 4, 12, 5, 7, 5, 13, 6, 7, 6, 14, 7, 15, 8, 9, 8, 10, 8, 12, 9, 11, 9, 13, 10, 11, 10, 14, 11, 15, 12, 13, 12, 14, 13, 15, 14, 15 }; //IN PROGRESS //used to darw faces for rendering int[] faceIndices = { 0, 2, 1, 1, 2, 3 }; //creating game objects and their components //hc = new Mesh4(vertexCoords, edgeIndices); GameObject mesh4_Object = new GameObject(); mesh4_Object.transform.parent = transform; hc = mesh4_Object.AddComponent <Mesh4>(); rb4 = mesh4_Object.AddComponent <RigidBody4D>(); //Deek? mcon = mesh4_Object.AddComponent <movementController>(); //calling each object or components initialization function hc.initialize(vertexCoords, edgeIndices); hc.triangles = faceIndices; rb4.initialize(); mcon.initialize(); }
// Start is called before the first frame update void OnEnable() { movementController p = player.GetComponent <movementController>(); p.client.SendData("S_SENDPROFILE:" + p.client.nickName); }
// Start is called before the first frame update void Start() { movC = this.gameObject.GetComponent <movementController>(); movC.playerNumber = playerNumber; }