void Update() { HexCellObj hexObj = gameObject.GetComponent <HexCellObj>(); if (!init) { GameObject.Find("LevelController").GetComponent <LevelController>().AddDisplayedObject(hexObj.q, hexObj.r, hexObj.h, this.uiPrefab); GameObject.Find("UIController").GetComponent <UIController>()[hexObj.q, hexObj.r, hexObj.h].forceGoalMaterial = false; init = true; } }
void Update() { if (!init) { player = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <Player>(); init = true; } HexCellObj hexObj = gameObject.GetComponent <HexCellObj>(); if (!player.hasFireball && player.q == hexObj.q && player.r == hexObj.r && player.h == hexObj.h) { player.hasFireball = true; fireballWorldObject.SetActive(false); } }
void Update() { HexCellObj hexObj = gameObject.GetComponent <HexCellObj>(); if (!init) { player = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <Player>(); GameObject.Find("LevelController").GetComponent <LevelController>().AddDisplayedObject(hexObj.q, hexObj.r, hexObj.h, this.uiPrefab); init = true; } if (!player.hasFireball && player.q == hexObj.q && player.r == hexObj.r && player.h == hexObj.h) { player.hasFireball = true; fireballWorldObject.SetActive(false); //Clear the ui prefab GameObject.Find("LevelController").GetComponent <LevelController>()[hexObj.q, hexObj.r, hexObj.h].displayedPrefabs = new List <GameObject>(); GameObject.Find("UIController").GetComponent <UIController>()[hexObj.q, hexObj.r, hexObj.h].forceGoalMaterial = false; } }
void Update() { if (!init) { player = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <Player>(); init = true; } HexCellObj hexObj = gameObject.GetComponent <HexCellObj>(); if (!player.hasBow && player.q == hexObj.q && player.r == hexObj.r && player.h == hexObj.h) { player.hasBow = true; GameObject parentPlayer = GameObject.FindGameObjectWithTag("Player"); bow.transform.parent = parentPlayer.transform; foreach (GameObject a in arrows) { a.transform.parent = parentPlayer.transform; } } }
void Update() { HexCellObj hexObj = gameObject.GetComponent <HexCellObj>(); if (!init) { player = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <Player>(); GameObject.Find("LevelController").GetComponent <LevelController>().AddDisplayedObject(hexObj.q, hexObj.r, hexObj.h, this.uiPrefab); init = true; } if (!player.hasBow && player.q == hexObj.q && player.r == hexObj.r && player.h == hexObj.h) { player.hasBow = true; GameObject parentPlayer = GameObject.FindGameObjectWithTag("Player"); bow.transform.parent = parentPlayer.transform; //Clear the ui prefab GameObject.Find("LevelController").GetComponent <LevelController>()[hexObj.q, hexObj.r, hexObj.h].displayedPrefabs = new List <GameObject>(); GameObject.Find("UIController").GetComponent <UIController>()[hexObj.q, hexObj.r, hexObj.h].forceGoalMaterial = false; } }
//Credit to user fafase on stackexchange for how to get child objects by name //http://answers.unity3d.com/questions/689549/find-child-objects-by-name.html void Awake() { foreach (Transform t in transform) { if (t.name == "ExplosionParticles") { explosion = t.gameObject; } else if (t.name == "FireballParticles") { fireball = t.gameObject; } } parentTile = transform.parent.gameObject.GetComponent <HexCellObj>(); gameObject.transform.localScale = new Vector3(40, 1 / transform.parent.localScale.y, 40); gameObject.transform.position = gameObject.transform.position + new Vector3(0, parentTile.modelHeight / 2, 0); aiController = GameObject.Find("AIController").GetComponent <AIController>() as AIController; levelController = GameObject.Find("LevelController").GetComponent <LevelController>() as LevelController; }