// Use this for initialization public void Start() { body = transform.GetComponent<BodyScript> (); GetOres (); vault = VaultScript.vault; //GameObject.FindWithTag ("MainBase").GetComponent<VaultScript>(); }
/// <summary> /// 设置枚举字段 /// </summary> /// <param name="name"></param> /// <returns></returns> public NEnum EnumField(string name) { if (BodyScript.Length > 0) { BodyScript.AppendLine(","); } BodyScript.Append(name); return(Link); }
/// <summary> /// 设置枚举字段 /// </summary> /// <param name="name"></param> /// <param name="value"></param> /// <returns></returns> public NEnum EnumField(string name, int value) { if (BodyScript.Length > 0) { BodyScript.AppendLine(","); } BodyScript.Append($"{name}={value}"); return(Link); }
public void TagRobot(GameObject gRobot_) { bDisabled = false; bBody = gRobot_.GetComponent <BodyScript>(); gGun = gRobot_.GetComponentInChildren <GunScript>(); sSword = gRobot_.GetComponentInChildren <SwordScript>(); //this is super superfulous(f**k spelling lmao) and and probably be made into tags. bBody.sOwner = tag; gGun.sOwner = tag; sSword.sOwner = tag; //like so bBody.tag = tag; gGun.tag = tag; sSword.tag = tag; }
public void SignalToMove(Vector3 New) { Vector3 Old = transform.position; transform.position = New; if (NextNode != null) { NextNode.SignalToMove(Old); } else if (NextNode == null && ShouldReproduce) { ShouldReproduce = false; GameObject GO = Instantiate(BodyPrefab, Old, Quaternion.identity); NextNode = GO.GetComponent <BodyScript>(); } }
private GameObject CreateBodyObject(ulong id) { GameObject body = new GameObject("Body:" + id); Rigidbody rb = body.AddComponent <Rigidbody>(); rb.isKinematic = true; BodyScript bs = body.AddComponent <BodyScript>(); bs.camera = mainCamera; GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube); jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); jointObj.name = Kinect.JointType.SpineBase.ToString(); jointObj.transform.parent = body.transform; return(body); }
// Use this for initialization public void Start() { body = transform.GetComponent<BodyScript> (); //var hammer = GameObject.Find ("1-2-0 Hammer"); //if (hammer == null){ // hammer = (Resources.Load ("Prefabs/1-2-0 Hammer")) as GameObject; //} //attackProjectile = hammer; }
/// <summary> /// click event that should trigger when clicking the 'load' button /// </summary> public void LoadSelectedBlueprint() { GameObject rootGameObject = null; try { if (BlueprintMenu.blueprintObject != null) { //clean up existing blueprintobject Destroy(BlueprintMenu.blueprintObject.gameObject); } Debug.Log("trying to load bp"); BlueprintData blueprintData = SelectedBlueprintButton.BlueprintContextReference.LoadBlueprint(); rootGameObject = Instantiate(GameController.Instance.Blueprint); BlueprintScript blueprintScript = rootGameObject.GetComponent <BlueprintScript>(); int shapeIdx = 0; foreach (var body in blueprintData.Bodies) { GameObject bodyGameObject = Instantiate(GameController.Instance.Body, rootGameObject.transform); BodyScript bodyScript = bodyGameObject.GetComponent <BodyScript>(); blueprintScript.Bodies.Add(bodyScript); foreach (var child in body.Childs) { ChildScript childScript = CreateChildObject(child, bodyGameObject); childScript.shapeIdx = shapeIdx; childScript.Body = bodyScript; bodyScript.Childs.Add(childScript); shapeIdx++; } } if (blueprintData.Joints != null) { foreach (var joint in blueprintData.Joints) { blueprintScript.Joints.Add(CreateJointObject(joint, rootGameObject)); } } ArrangeJointReferencesUsingData(blueprintScript, blueprintData); #region handle camera position PlayerController playerController = GameController.Instance.playerController; if (playerController.snapToCreation) { Camera camera = playerController.gameObject.GetComponent <Camera>(); var center = blueprintScript.CalculateCenter(); var destination = center - camera.transform.forward * playerController.distanceToSnap; var cameraState = playerController.m_TargetCameraState; cameraState.x = destination.x; cameraState.y = destination.y; cameraState.z = destination.z; //GameObject.Find("Sphere").transform.position = center; } #endregion BlueprintMenu.blueprintObject = blueprintScript; Debug.Log("successfully loaded bp"); } catch (Exception e) { Debug.LogException(new Exception($"\nan error occurred while loading this blueprint.", e)); if (rootGameObject != null) { Debug.Log("failed loading blueprint"); Destroy(rootGameObject); } } }