// Use this for initialization void Awake () { player = GameObject.FindGameObjectWithTag("Player"); playerControl = player.GetComponent<playerControl>(); som = gameObject.GetComponent<AudioSource>(); bala = gameObject.GetComponent<MeshRenderer>(); }
void OnDrop (GameObject go) { if (onDrop && target != null) { target.SendMessage("OnDrop", go, SendMessageOptions.DontRequireReceiver); } }
private static void FindMissingReferences(string context, GameObject[] objects) { foreach (var go in objects) { var components = go.GetComponents<Component>(); foreach (var c in components) { if (!c) { Debug.LogError("Missing Component in GO: " + FullPath(go), go); continue; } SerializedObject so = new SerializedObject(c); var sp = so.GetIterator(); while (sp.NextVisible(true)) { if (sp.propertyType == SerializedPropertyType.ObjectReference) { if (sp.objectReferenceValue == null && sp.objectReferenceInstanceIDValue != 0) { ShowError(context, go, c.GetType().Name, ObjectNames.NicifyVariableName(sp.name)); } } } } } }
public void cellClicked(GameObject go) { MusicManager.playEffectMusic("SFX_UI_button_tap_2a"); // if(selectedCell != go) // { selectedCell = go; SkillTreeCell cell = selectedCell.GetComponent<SkillTreeCell>(); if (SkillLearnedData.LearnedState.LEARNED == cell.learnedData.State) { // cell.IsSelected = true; // cell.updateOutlook(); // changeHeroSkillList(cell); // changeSkillTreeCellBortherState(cell); // UserInfo.instance.saveAllheroes(); selectSkill(cell); } descDlg.DescIcon.spriteName = cell.icon.spriteName; descDlg.DescIcon.gameObject.SetActive(true); descDlg.DescIconBg.spriteName = cell.frame.spriteName; descDlg.DescIconBg.MakePixelPerfect(); descDlg.DescIconBg.gameObject.SetActive(true); descDlg.Show(cell.skillDef); descDlg.SetTrainingBtnVisible(SkillLearnedData.LearnedState.UNLEARNED == cell.learnedData.State); descDlg.SetSkippingBtnVisible(SkillLearnedData.LearnedState.LEARNING == cell.learnedData.State); descDlg.skillTrainTimeMask.fillAmount = 0; cell.OnFinished = OnFinishedLearning; }
public void onPickupClock(GameObject go, bool tr) { Interactable inter = go.GetComponent<Interactable>(); if(inter != null) { //TODO Start ticking sound inter.setPuzzleState("pickedUp"); } }
public void ItWillHaveTheGameObjectSet() { GameObject go = new GameObject(); Component comp = new TestComponent(); go.AddComponent(comp); Assert.That(comp.gameObject, Is.SameAs(go)); }
public void OnMouseDown() { //pego a unidade selecionada atravez do controlador de jogo GameObject selecionado = gameObject.transform.parent.parent.parent.GetComponent<ControladorDeJogo>().objetoSelecionado; //Se tiver algum objeto selecionado, mando a unidade selecionada se mover para o objeto clicado if(selecionado != null) {//Se tiver alguma unidade selecionada if(tropaJogador == null) {//E se nao tiver nem uma unidade nesse alvo (unidade do jogador) //Defino que tem uma unidade vindo pra ca tropaJogador = selecionado; //Se a unidade que esta vindo estiver vindo de um outro alvo, limpo o alvo antigo if(tropaJogador.GetComponent<ComportamentoDeUnidade>().alvoAtual != null) tropaJogador.GetComponent<ComportamentoDeUnidade>().alvoAtual.GetComponent<AcoesJogadorAlvo>().tropaJogador = null; //Mando a unidade se mover para o alvo atual tropaJogador.GetComponent<ComportamentoDeUnidade>().moverSoldados(gameObject); //E digo que esse alvo e o novo destino dele tropaJogador.GetComponent<ComportamentoDeUnidade>().alvoAtual = gameObject; //atualizar as cores do alvo atualizarCores(); } else gameObject.transform.parent.parent.parent.GetComponent<ControladorDeJogo>().hud.GetComponent<ControladorDeInterface>().escreverMensagem("Nao pode haver dois grupos em um mesmo alvo"); } }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); anim = GetComponent<Animator>(); charControl = GetComponent<CharacterController>(); }
public void updateAllBuildings() { // Ottengo il numero di costruzioni sulla cella GameManager gMgr = GameObject.Find("GameManager").GetComponent<GameManager>(); // Ciclo su tutte le mini-celle della board principale for (int i = 0; i < 40; i++) { // Ottengo la cella corrente GameObject curCell = GameObject.FindGameObjectWithTag(i.ToString()); try { // Ottengo il set di case incluse nella cella GameObject curSet = curCell.transform.Find("GlobalBuildings").gameObject; GameObject[] curBuildings = new GameObject[5]; // Nascondo prima tutte le costruzioni for (int houseIndex = 0; houseIndex < 5; houseIndex++) { // trovo la componente che ci serve curBuildings[houseIndex] = curSet.transform.Find("b" + (houseIndex+1).ToString()).gameObject; curBuildings[houseIndex].SetActiveRecursively(false); } int mBuildings = 0; try { mBuildings = gMgr.Cells[i].getProperty().getNumberOfBuildings(); } catch (ArgumentOutOfRangeException e) { mBuildings = 0; } if (mBuildings > 0) { // Aggiorno i valori della cella setBuildings(mBuildings, curBuildings); } } catch (NullReferenceException e) { } } }
private static void OnCreate(GameObject sender, EventArgs args) { if (sender.Name.Contains("healingBuff")) { _healingBuffs.Add(sender); } }
//指定されたタグの中で最も近いものを取得 GameObject serchTag(GameObject nowObj,string tagName) { float tmpDis = 0; //距離用一時変数 float nearDis = 0; //最も近いオブジェクトの距離 //string nearObjName = ""; //オブジェクト名称 GameObject targetObj = null; //オブジェクト //タグ指定されたオブジェクトを配列で取得する foreach (GameObject obs in GameObject.FindGameObjectsWithTag(tagName)){ //自身と取得したオブジェクトの距離を取得 tmpDis = Vector3.Distance(obs.transform.position, nowObj.transform.position); //オブジェクトの距離が近いか、距離0であればオブジェクト名を取得 //一時変数に距離を格納 if (nearDis == 0 || nearDis > tmpDis){ nearDis = tmpDis; //nearObjName = obs.name; targetObj = obs; } } //最も近かったオブジェクトを返す //return GameObject.Find(nearObjName); return targetObj; }
static public GameObject target; // the target that the camera should look at void Start () { if (target == null) { target = this.gameObject; Debug.Log ("LookAtTarget target not specified. Defaulting to parent GameObject"); } }
public void LoadResourceInsteadOfAwake() { if (m_bLoadResourceInsteadOfAwake) return; m_bLoadResourceInsteadOfAwake = true; m_myTransform = transform; FillFullNameData(m_myTransform); m_goFingerTailUIDrawRange = FindTransform("FingerTailUIDrawRange").gameObject; m_goFingerTailUIDrawPanel = FindTransform("FingerTailUIDrawPanel").gameObject; DontDestroyOnLoad(m_goFingerTailUIDrawPanel); ShowFingerTailUIDrawPanel(false); m_goFingerTailUIDrawPanel.transform.parent = null; m_goFingerTailUIDrawPanel.transform.localPosition = Vector3.zero; m_goFingerTailUIDrawPanel.transform.localScale = new Vector3(1, 1, 1); m_MFUIFingerTail = m_goFingerTailUIDrawRange.AddComponent<MFUIFingerTail>(); m_MFUIFingerTail.UICamera = GameObject.Find("Camera").GetComponentsInChildren<Camera>(true)[0]; m_MFUIFingerTail.GoTail = m_goFingerTailUIDrawPanel; m_MFUIFingerTail.TailWidth = 20; m_MFUIFingerTail.LoadResourceInsteadOfAwake(); }
public static void SavePanelChildren( GameObject savedObj , ref List<SceneData.SceneNodeData> nodelist , ref ISpriteFactory spriteFact ) { nodelist.Clear(); // savedObj <== named "SavedLayer" GameObject and this is not serialized. int count = savedObj.transform.GetChildCount(); if( count > 0 ){ for(int i=0;i<count;i++){ GameObject childObj = savedObj.transform.GetChild( i ).gameObject; SaveDataRecursively( childObj ,ref nodelist , ref spriteFact ); } } // TEST . TEXT BOX POSITION SAVE. /* SceneData.SceneNodeData dat = new SceneData.SceneNodeData(); GameObject _TEXTBOX = GameObject.Find( "TextBox" ); if( _TEXTBOX != null ){ dat.nodeType = SceneNodeType.NODE; nodelist.Add( dat ); spriteFact.SaveData( ref dat , _TEXTBOX ); } else{ ViNoDebugger.LogError( "TextBox Not Found !" ); } //*/ }
// Use this for initialization void Start() { GlobalValues.statePc = pcMovement; timeSpent = 1.0f; camera = GameObject.Find ("Main Camera"); meatballPlane = GameObject.Find ("Meatball Plane"); }
protected void Spawn_Diamond(GameObject Tile, float Movement) { Spawn_Tile (Tile, Vector2.zero); for (int i = 0; i <= Movement; i++) { Vector2 Spawn_Position = Vector.Up * i; for (int iSpawn = 0; iSpawn < i; iSpawn++) { Spawn_Position += Vector.Right; Spawn_Position += Vector.Down; Spawn_Tile(Tile, Spawn_Position); } for (int iSpawn = 0; iSpawn < i; iSpawn++) { Spawn_Position += Vector.Down; Spawn_Position += Vector.Left; Spawn_Tile(Tile, Spawn_Position); } for (int iSpawn = 0; iSpawn < i; iSpawn++) { Spawn_Position += Vector.Left; Spawn_Position += Vector.Up; Spawn_Tile(Tile, Spawn_Position); } for (int iSpawn = 0; iSpawn < i; iSpawn++) { Spawn_Position += Vector.Up; Spawn_Position += Vector.Right; Spawn_Tile(Tile, Spawn_Position); } } }
// Use this for initialization void Start() { //for the comp time leaderboard CompTimeColum1 = GameObject.Find ("CompTimeRow1"); CompTimeColum2 = GameObject.Find ("CompTimeRow2"); CompTimeColum3 = GameObject.Find ("CompTimeRow3"); CompTimeLine2 = GameObject.Find ("CompTimeLine2"); //for the enemies killed leaderboard EnemieskilledColum1 = GameObject.Find ("EnemiesKilledRow1"); EnemieskilledColum2 = GameObject.Find ("EnemiesKilledRow2"); EnemieskilledColum3 = GameObject.Find ("EnemiesKilledRow3"); EnemieskilledLine2 = GameObject.Find ("EnemiesKilledLine2"); //for the least damage leaderboard LeastDamageColum1 = GameObject.Find ("LeastDamageRow1"); LeastDamageColum2 = GameObject.Find ("LeastDamageRow2"); LeastDamageColum3 = GameObject.Find ("LeastDamageRow3"); LeastDamageLine2 = GameObject.Find ("LeastDamageLine2"); ReadFile.Load ("Assets/Data Files/Leaderboard.txt"); // the file that is loaded CompletionTime (); EnemiesKilled (); LeastDamage (); //not needed on the leaderboard for the main menu, but will be needed when accessed from the end of game CompTimeLine2.SetActive (false); EnemieskilledLine2.SetActive (false); LeastDamageLine2.SetActive (false); }
private void Spawn_Tile(GameObject Select_Tile, Vector2 Position) { GameObject Tile = Instantiate (Select_Tile); Tile.transform.parent = transform; Tile.transform.position = transform.position; Tile.transform.position += (Vector3)Position; }
public CharaController(CharaConfiguration chara, Configuration config, GameObject[] objs, bool debug = false) { _chara = chara; _config = config; _objs = objs; _joints = new ConfigurableJoint[_objs.Length]; _rigs = new Rigidbody[_objs.Length]; _init_rot = new Quaternion[_objs.Length]; _target_rot = new Quaternion[_objs.Length]; _target_pos = new Vector3[_objs.Length]; _debug = debug; for (int i = 0; i < _objs.Length; ++i) { _rigs[i] = _objs[i].GetComponent<Rigidbody>(); /* if (_debug) _rigs[i].isKinematic = true; */ _init_rot[i] = _objs[i].transform.localRotation; _target_rot[i] = _init_rot[i]; _joints[i] = _objs[i].GetComponent<ConfigurableJoint>(); } InitializeJoints(); }
private void Move(GameObject prefab) { //move object upwards over time * speed Vector2 pos = prefab.GetComponent<RectTransform>().anchoredPosition; pos.y += 1 * speed * Time.deltaTime; prefab.GetComponent<RectTransform>().anchoredPosition = pos; }
public void ItWillBeSetToBeAPrefabIfTheGameObjectIsAPRefab() { GameObject go = new GameObject() { isPrefab = true }; Component comp = new TestComponent(); go.AddComponent(comp); Assert.That(comp.isPrefab, Is.EqualTo(go.isPrefab)); }
void OnGUI() { if(!Network.isClient && !Network.isServer) { if(!bNodeSelected) { for(int i=0; i<length; i++) { if(GUI.Button(new Rect(10, 300+i*30, 200, 30), "Node: "+i.ToString()+" Type: "+nodeTypes[i].ToString())) { selNode=i; selNodeType=nodeTypes[i]; bNodeSelected=true; highlight = Instantiate(highlightObject, nodes[i].transform.position, nodes[i].transform.rotation) as GameObject; } } } else { for(int i=0; i<wepAmnt; i++) { if(weaponObject.GetComponent<wepProperties>().weapons[i].nodeType == selNodeType) { if(GUI.Button(new Rect(10, 300+i*30, 200, 30), GetComponent<wepProperties>().weapons[i].name)){ wepLocs[selNode]=i; updateNodes(selNode, i); bNodeSelected=false; Destroy(highlight); } } } } /*for(int i =0; i<wepLocs.Length; i++) { GUI.Label(new Rect(15, 500+i*30,300,30), wepLocs[i].ToString()); }*/ } }
public void WeCanDoItWithJustItsType() { GameObject go = new GameObject(); Component comp = go.AddComponent(typeof(TestComponent)); Assert.That(comp, Is.Not.Null); Assert.That(comp.gameObject, Is.SameAs(go)); }
protected void OnCollisionWithEnemy(GameObject enemy, float power) { power *= WeaponPowerMiltiplier; enemyTransform = enemy.transform; enemyController = enemy.GetComponent<FightEnemyController>(); if (power < MinForceToHit) return; // Blood newBloodParticle = Instantiate<GameObject>(BloodParticles); newBloodParticle.transform.position = enemyTransform.position; newBloodParticle.transform.up = (enemyTransform.position - selfTransform.position).normalized; Destroy(newBloodParticle, 1); // Do damage enemyController.DoDamage(Mathf.Clamp(power, MinForceToHit, MaxForceToHit)); //print(WeaponTypeName + ": " + hitVelocityMagnitude.ToString()); // Damage Text newDamageText = Instantiate<GameObject>(DamageText); newDamageTextText = newDamageText.GetComponent<Text>(); newDamageTextText.rectTransform.SetParent(WorldCanvas, false); newDamageTextText.rectTransform.position = enemyTransform.position + new Vector3(0f, 0.5f, 0f); ; newDamageTextText.text = string.Format("{0}", power.ToString("F0")); }
private GameObject AddBGLayer(GameObject layer) { GameObject newBackground = ObjectPooler.instance.GetObjectByName(layer.name, true); newBackground.GetComponent<ParallaxLayer>().setLastGenerated(true); AddLayerToList(newBackground.GetComponent<ParallaxLayer>()); return newBackground; }
public void Open(GameObject goRoot, int nTimeDurationSec) { gameObject.SetActiveRecursively( true); m_goRoot = goRoot; _StartTime( nTimeDurationSec); }
public static void expect( bool didPass, string definition, string failExplaination = null) { float len = printOutLength(definition); int paddingLen = 40-(int)(len*1.05f); #if UNITY_FLASH string padding = padRight(paddingLen); #else string padding = "".PadRight(paddingLen,"_"[0]); #endif string logName = formatB(definition) +" " + padding + " [ "+ (didPass ? formatC("pass","green") : formatC("fail","red")) +" ]"; if(didPass==false && failExplaination!=null) logName += " - " + failExplaination; Debug.Log(logName); if(didPass) passes++; tests++; // Debug.Log("tests:"+tests+" expected:"+expected); if(tests==expected && testsFinished==false){ overview(); }else if(tests>expected){ Debug.Log(formatB("Too many tests for a final report!") + " set LeanTest.expected = "+tests); } if(timeoutStarted==false){ timeoutStarted = true; GameObject tester = new GameObject(); tester.name = "~LeanTest"; LeanTester test = tester.AddComponent(typeof(LeanTester)) as LeanTester; test.timeout = timeout; #if !UNITY_EDITOR tester.hideFlags = HideFlags.HideAndDontSave; #endif } }
//public string objectNarration; // Use this for initialization void Start() { playerCamera = GameObject.Find("First Person Controller/Main Camera"); objectNarration = GameObject.Find("Object Narration"); objectNarrationGUI = objectNarration.GetComponent<GUIText>(); objectNarrationGUI.enabled = false; }
public void AfterInstantiatingANewObjectItExists() { Assert.Inconclusive("I am not sure if this is the correct behaviour..."); GameObject obj = new GameObject(); GameObject clone = (GameObject)GameObject.Instantiate(obj); Assert.That(Application.Find(clone.GetInstanceID()), Is.Not.Null); }
void OnGUI() { GUILayout.Box("Legacy Effect Scale Editor", GUILayout.Width(295)); EditorGUILayout.Space(); Effect = (GameObject)EditorGUILayout.ObjectField("Legacy Effect", Effect, typeof(GameObject), true); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); Scale = float.Parse(EditorGUILayout.TextField("Scale Change Value", Scale.ToString())); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); if (GUILayout.Button("Scale Apply", GUILayout.Height(70))) { if (Effect.GetComponent<csLegacyEffectChanger>() != null) Effect.GetComponent<csLegacyEffectChanger>().LegacyEffectScaleChange(Scale); else { Effect.AddComponent<csLegacyEffectChanger>(); Effect.GetComponent<csLegacyEffectChanger>().LegacyEffectScaleChange(Scale); } DestroyImmediate(Effect.GetComponent<csLegacyEffectChanger>()); } }