// Use this for initialization public void Start() { activable = target.GetComponent <Activable> (); if (activable == null) { Debug.Log("Need Activable"); } }
// Use this for initialization void Start() { rend = gameObject.GetComponent <Renderer> (); index = Random.Range(0, materialsList.Length); rend.materials [materialIndex].CopyPropertiesFromMaterial(materialsList [index]); activable = gameObject.GetComponent <Activable> (); }
void Update() { // Timer du Loader if (isTimingforObjet) { timerObjet = timerObjet + Time.deltaTime; } else { timerObjet = 0; } RaycastHit hit; // Définition de la longueur du rayonCurseur curseurRayon.localScale = new Vector3(curseurRayon.localScale.x, activeDistance * 2, curseurRayon.localScale.z); // L'axe des Z mis dans la variable profondeur Vector3 profondeur = transform.forward; //Met à jour la position de curseurRayon à chaque frame curseurRayon.position = transform.position; curseurRayon.up = profondeur; if (Physics.Raycast(transform.position, profondeur, out hit, activeDistance)) { if (Activable.isActivable(hit.transform.tag) && hit.collider.gameObject.CompareTag("Bouche_Aeration")) { isTimingforObjet = true; if (timerObjet > loadingTime) { pictoMsg = Activable.picto; loading = false; showPicto = true; } else { loading = true; showPicto = false; } } else { isTimingforObjet = false; loading = false; showPicto = false; } } }
public void OnSceneGUI() { Activable o = (Activable)target; Vector3 start = o.transform.position; Vector3 end = start + o.transform.right * o.range; float size = HandleUtility.GetHandleSize(start) * 0.1f; Handles.DrawLine(start, end); Handles.SphereHandleCap(0, end, Quaternion.identity, size, EventType.Repaint); }
// Use this for initialization void Start() { activable = gameObject.GetComponent <Activable> (); if (activable == null) { Debug.Log("Need Activable Script!"); } isEnable = activable.isOpened(); prev_state = isEnable; }
private void OnTriggerExit(Collider other) { //change the color of an illuminable object to the default(red in this case) if (other.transform.gameObject.tag == "illuminable" && mLigth.isActiveAndEnabled) { Activable activator = other.gameObject.GetComponent <Activable>(); if (activator != null) { activator.exitLight(); } } }
// Use this for initialization void Start() { activable = gameObject.GetComponent <Activable> (); timeActual = timeBeforeNextAction; if (activable == null) { Debug.Log("ChangeCamera script need Activable script!"); } _camera = GameObject.Find("LobbyCamera"); }
// Use this for initialization void Start() { Position = transform.position; for (int i = 0; i < transform.childCount; i++) { if (transform.GetChild(i).name == "Position") { Position = transform.GetChild(i).transform.position; Destroy(transform.GetChild(i).gameObject); break; } } locker = hiddingPlace.GetComponent <Locker> (); activable = hiddingPlace.GetComponent <Activable> (); }
/// <summary> /// Try to use a consumable on an activable, if it work, the consumable is removed from the inventory /// </summary> /// <param name="objectToActive">object to active</param> public void TryToUse(Activable objectToActive) { for (var i = _consumables.Count - 1; i >= 0; i--) { var consumable = _consumables[i]; if (!objectToActive.Active(consumable)) { continue; } DestroyConsumable(consumable); if (objectToActive.Actived) { return; } } }
IEnumerator ActivateActivables() { if (_board != null) { Activable activable = _board.FindActivableAt(_board.PlayerNode); if (activable != null) { yield return(StartCoroutine(activable.Activate())); } } else { Debug.LogWarning("PLAYERMANAGER ActivateActivables Error: _board is null"); } yield return(new WaitForSeconds(0f)); }
// Called from UI public void LoadState() { save.rawSave = JsonUtility.FromJson <SaveContent.RawSave>(currentContent); for (int i = 0; i < f_coins.Count && i < save.rawSave.coinsState.Count; i++) { GameObjectManager.setGameObjectState(f_coins.getAt(i), save.rawSave.coinsState[i]); f_coins.getAt(i).GetComponent <Renderer>().enabled = save.rawSave.coinsState[i]; } for (int i = 0; i < f_doors.Count && i < save.rawSave.doorsState.Count; i++) { GameObjectManager.setGameObjectState(f_doors.getAt(i), save.rawSave.doorsState[i]); f_doors.getAt(i).GetComponent <Renderer>().enabled = save.rawSave.doorsState[i]; } for (int i = 0; i < f_directions.Count && i < save.rawSave.directions.Count; i++) { f_directions.getAt(i).GetComponent <Direction>().direction = save.rawSave.directions[i]; } for (int i = 0; i < f_positions.Count && i < save.rawSave.positions.Count; i++) { Position pos = f_positions.getAt(i).GetComponent <Position>(); pos.x = save.rawSave.positions[i].x; pos.z = save.rawSave.positions[i].z; } for (int i = 0; i < f_activables.Count && i < save.rawSave.activables.Count; i++) { Activable act = f_activables.getAt(i).GetComponent <Activable>(); act.isActivated = save.rawSave.activables[i].isActivated; act.isFullyActivated = save.rawSave.activables[i].isFullyActivated; act.side = save.rawSave.activables[i].side; act.slotID = save.rawSave.activables[i].slotID; } foreach (GameObject go in f_currentActions) { if (go.GetComponent <CurrentAction>().agent.CompareTag("Drone")) { GameObjectManager.removeComponent <CurrentAction>(go); } } foreach (SaveContent.RawCurrentAction act in save.rawSave.currentDroneActions) { GameObjectManager.addComponent <CurrentAction>(act.action, new{ agent = act.agent }); } }
void OnTriggerStay(Collider other) { Activable activator = other.gameObject.GetComponent <Activable>(); if (activator != null && !activator.InLight) { RaycastHit hit; Vector3 direction = other.transform.position - mLigth.transform.position; Ray lightRay = new Ray(mLigth.transform.position, direction); Debug.DrawRay(lightRay.origin, lightRay.direction * 10); if (Physics.Raycast(lightRay, out hit, mLigth.range) && mLigth.isActiveAndEnabled) { //if the ray hits the same object the have enter in the trigger and it's illuminable, we change it's color if (other.gameObject.GetInstanceID() == hit.transform.gameObject.GetInstanceID()) { activator.enterInLight(); } } } }
protected void action() { GameObject target = GameObject.Find("Pointer").GetComponent <PointerManager> ().targetedObject; if (target != null && target.GetComponent <Activable>() != null) { if (target.GetComponent <SimpleAgent>() != null) { if (Vector3.Distance(target.transform.position, this.transform.position) <= FIGHTING_DISTANCE) { Activable a = target.GetComponent <Activable> (); a.action(); } } else { Activable a = target.GetComponent <Activable> (); a.action(); } } }
// Update is called once per frame void Update() { if (grabTentacle.grab && Input.GetAxisRaw("Jump") > 0) { grabTentacle.grab.transform.position = HeadTentacle.transform.position; } if (grabTentacle.activable && Input.GetAxisRaw("Jump") > 0 && resetActive) { Activable activeObject = grabTentacle.activable.GetComponent <Activable>(); Debug.Log(activeObject); if (activeObject) { activeObject.activate(); } resetActive = false; } if (Input.GetAxisRaw("Jump") == 0) { resetActive = true; } }
public static void ActivateHighlightedActivableObject() { if (Application.isPlaying) { try { GameObject obj = Selection.activeGameObject; Activable actObj = obj.GetComponent <Activable>(); if (actObj != null) { actObj.SwitchState(null); } } catch { Debug.Log("No object selected!"); } } else { Debug.LogError("Not in play mode."); } }
// Update is called once per frame void Update() { RaycastHit hit = new RaycastHit(); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, rayCastInteractionRange)) { GameObject obj = hit.transform.gameObject; if ((obj.gameObject.layer == LayerMask.NameToLayer("UI")) && (currentObj != obj)) { ApplyShader(obj, "Outlined/Silhouetted Diffuse"); if (currentObj != null) { ApplyShader(currentObj, "Diffuse"); } currentObj = obj; } } else if (currentObj != null) { ApplyShader(currentObj, "Diffuse"); currentObj = null; } if (currentObj != null) { // FIRE1 = Pick up/Release if (Input.GetButtonDown("Fire1")) { if (itemPicked != null) { // itemPicked.transform.SetParent(null); ((Rigidbody)itemPicked.GetComponent <Rigidbody> ()).isKinematic = false; itemPicked = null; } else if (currentObj.tag == "PickUp") { itemPicked = currentObj; ((Rigidbody)itemPicked.GetComponent <Rigidbody> ()).isKinematic = true; screenPoint = Camera.main.WorldToScreenPoint(itemPicked.transform.position); offset = itemPicked.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z)); // itemPicked.transform.SetParent(transform.parent); } } // FIRE2 = Activate/Desactivate if (Input.GetButtonDown("Fire2")) { Activable activable = currentObj.GetComponent <Activable>(); if (activable != null) { activable.Activate(); } } //FIRE3 = Rotate if (Input.GetButtonDown("Fire3")) { } } if (itemPicked != null) { MoveItem(); } }
// Update is called once per frame void Update() { if (!gameObject.GetComponent <Camera> ().enabled) { return; } bool stop = false; if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.Joystick1Button2)) { Vector3 fwd = transform.TransformDirection(Vector3.forward); RaycastHit[] hits = Physics.RaycastAll(transform.position, fwd, length); for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; // Si on rencontre une porte if (hit.collider != null && hit.collider.gameObject.CompareTag("Tag_Door")) { Doors d = hit.collider.gameObject.GetComponent <Doors> (); if (d != null) { d.Action(gameObject); } else { if (hit.collider.gameObject.transform.childCount > 0) { d = hit.collider.gameObject.transform.GetChild(0).gameObject.GetComponent <Doors> (); if (d != null) { d.Action(gameObject); } } } } // Si on rencontre un objet activable if (hit.collider != null) { GameObject go = hit.collider.gameObject; Activable a = go.GetComponent <Activable> (); if (!a && go.transform.parent != null) { go = go.transform.parent.gameObject; a = go.GetComponent <Activable> (); } if (a) { a.Action(gameObject); stop = a.blockRaycast; } } if (stop) { break; } } } }
private void Awake() { m_activableScript = GetComponent <Activable>(); TryGetComponent(out m_renderer); }
public void Unregister(Activable a) { onActivate.RemoveListener(a.Activate); whileActive.RemoveListener(a.WhileActive); onDeactivate.RemoveListener(a.Deactivate); }
public void Register(Activable a) { onActivate.AddListener(a.Activate); whileActive.AddListener(a.WhileActive); onDeactivate.AddListener(a.Deactivate); }
// Start is called before the first frame update void Start() { act = GetComponent<Activable>(); StartCoroutine(AnimLight()); }
void ApplyDeactivate(Activable control) { control.deactivate(); }
void ApplyActivate(Activable control) { control.activate(); }