public int UpdateValues() { var newLevel = Mathf.Max(0, Mathf.FloorToInt(1 - Mathf.Log(Mathf.Max(1, xp) / baseLevelXP, levelIncreaseCoefficient))) + 1; var levelXP = Mathf.Pow(levelIncreaseCoefficient, 1 - newLevel) * baseLevelXP; var progress = xp / levelXP; progressBar.progress = progress; progressBar.UpdateButton(); if (newLevel != level) { if (level != -1) { LevelUp.Show(newLevel); } level = newLevel; levelLabel.text = $"Level {newLevel}"; } xpLabel.text = $"{xp} / {levelXP}"; displayedAnimationToggle.Displayed = newLevel > 1; return(newLevel); }
void Initialized() { BaseWarriorClass warrior = new BaseWarriorClass(); // Need to make a method that gets the stats from warrior, baseCharacter.classess = BaseCharacterClass.CharacterClasses.WARRIOR; GameInformation.PlayerClass = baseCharacter; GameInformation.PlayerName = "Anaku";// Will change later once we get the actual names of the heros in the story. GameInformation.PlayerLevel = 0; GameInformation.Agility = warrior.Agility; GameInformation.Strength = warrior.Strength; GameInformation.Intellect = warrior.Intellect; GameInformation.Mastery = warrior.Mastery; GameInformation.Stamina = warrior.Stamina; GameInformation.Resistance = 100; GameInformation.Endurance = warrior.Endurance; GameInformation.PlayerHealth = calculations.CalculateHealth(GameInformation.Endurance); GameInformation.PlayerEnergy = calculations.CalculateEnergy(GameInformation.Intellect); GameInformation.CurrentXp = 0; GameInformation.CritChance = 5 + (GameInformation.Agility * 0.2f); // Affected by agility and items GameInformation.CritDamage = 2 * ((GameInformation.Agility * 0.1f) / 100); // Affect by agility and some items GameInformation.Zodiac = new BaseTigerClass(); // The zodiac side and zodiac you are GameInformation.SummonsUp = 0; basePlayer.SetStats(false); basePlayer.StatPointsToAllocate = 0; basePlayer.PlayerClass = GameInformation.PlayerClass; // This will be how we calculate the p layers main stat. LevelUp levelUp = new LevelUp(); for (int i = 0; i < level; i++) { levelUp.LevelUpCharacter(); } Debug.Log(GameInformation.RequiredXP); }
void Start() { stateMachine = GetComponent <StateMachine>(); levelUp = GetComponent <LevelUp>(); currentState = BattleStates.START; hero = GetComponent <HeroCharacter>(); }
public void Add(int amount) { if (Level >= MaxLevel) { return; } Current += amount; Changed?.Invoke(this); while (Current >= RequiredNextLevel()) { Level = Math.Min(MaxLevel, Level + 1); LevelUp?.Invoke(this); Changed?.Invoke(this); if (Level < MaxLevel) { continue; } Level = MaxLevel; Current = RequiredNextLevel(); break; } }
// Token: 0x06002B9F RID: 11167 RVA: 0x00480BC0 File Offset: 0x0047EDC0 public void UpdateExp() { if (this.ItemKind - 1 != 9 || this.EffectVal != 33) { return; } DataManager instance = DataManager.Instance; LevelUp recordByKey = instance.LevelUpTable.GetRecordByKey((ushort)instance.RoleAttr.Level); float num = 424.47f / recordByKey.KingdomExp; Vector2 sizeDelta = this.Degree.sizeDelta; this.VipBarStr.ClearString(); if (instance.RoleAttr.Level < 60) { this.VipBarStr.IntToFormat((long)((ulong)instance.RoleAttr.Exp), 1, true); this.VipBarStr.IntToFormat((long)((ulong)recordByKey.KingdomExp), 1, true); this.VipBarStr.AppendFormat(instance.mStringTable.GetStringByID(896u)); sizeDelta.x = num * instance.RoleAttr.Exp; } else { this.VipBarStr.Append(instance.mStringTable.GetStringByID(898u)); sizeDelta.x = 424.7f; } this.Degree.sizeDelta = sizeDelta; this.BarText.text = this.VipBarStr.ToString(); this.BarText.SetAllDirty(); this.BarText.cachedTextGenerator.Invalidate(); this.VipLvStr.ClearString(); this.VipLvStr.IntToFormat((long)instance.RoleAttr.Level, 1, false); this.VipLvStr.AppendFormat(instance.mStringTable.GetStringByID(895u)); this.VipLvText.text = this.VipLvStr.ToString(); this.VipLvText.SetAllDirty(); this.VipLvText.cachedTextGenerator.Invalidate(); }
//private static LevelUp levelUp = new LevelUp(); public static void AddExperience(int XP) //Increases player experience for every player in the party and checks if conditions for level up are met { GameInformation.Player1Experience += XP; if (GameInformation.Player1Experience >= GameInformation.Player1Required) { BaseCharacterClass playerClass = new BaseHeroClass(); LevelUp.LevelUpCharacter(playerClass, GameInformation.Player1Level); } if (GameInformation.Player2 != 0) { GameInformation.Player2Experience += XP; if (GameInformation.Player2Experience >= GameInformation.Player2Required) { //Level Up Function } } if (GameInformation.Player3 != 0) { GameInformation.Player3Experience += XP; if (GameInformation.Player3Experience >= GameInformation.Player3Required) { //Level Up Function } } if (GameInformation.Player4 != 0) { GameInformation.Player4Experience += XP; if (GameInformation.Player4Experience >= GameInformation.Player4Required) { //Level Up Function } } }
public void UpLevel() { Debug.Log("UpLevel from " + CurrLevel + " to " + (CurrLevel + 1)); CurrLevel++; AudioManager.Instance.Play("LevelUp"); LevelUp?.Invoke(CurrLevel); }
private void LateUpdate() { if (CurrentRow <= TrainController.TargetRail.Row + RowsAfter) { if (CurrentRow % 10 == 0) { LevelUp?.Invoke(); } GenerateRails(); if (TrainController.TargetRail.Row - RowsBefore >= 0) { foreach (var oldRail in _rowsList[TrainController.TargetRail.Row - RowsBefore].Rails) { if (oldRail != null) { oldRail.ReturnToPool(); } } } } if (CurrentRow == RowsAfter && !_uiService.IsFirstTime) { InitialRailController.SwitchRail(); } }
private void Update() { if (GameInformation.CurrentXp > GameInformation.RequiredXP) { LevelUp level = new LevelUp(); level.LevelUpCharacter(); } }
private void Start() { key = FindObjectOfType <MenuHandler>(); controller = FindObjectOfType <CharacterMovement>(); interact = FindObjectOfType <Interact>(); inv = FindObjectOfType <Inventory>(); skillWindow = FindObjectOfType <LevelUp>(); }
public LevelUps(JToken j) { var moves = (JArray)j[nameof(LevelUpMoves)]; int numMoves = moves.Count; LevelUpMoves = new LevelUp[numMoves]; for (int i = 0; i < numMoves; i++) { LevelUpMoves[i] = new LevelUp(moves[i]); } }
void Awake() { if (L == null) { L = this; } else { Debug.LogError("ERROR: NewLevel.Awake(): L is already set!"); } }
private void HandleLevelUpKeys(ResultSet resultSet) { var game = (RetroDungeoneerGame)RB.Game; if (RB.ButtonPressed(RB.BTN_SYSTEM)) { resultSet.AddExit(); return; } int index = -1; for (char i = 'a'; i <= 'c'; i++) { if (RB.KeyPressed((KeyCode)i)) { index = (int)(i - 'a'); break; } } // Check if pointer clicked on any of the items if (RB.ButtonReleased(RB.BTN_POINTER_A)) { if (mMenuInventory.pointerIndex >= 0 && mMenuInventory.pointerIndex <= 2) { index = mMenuInventory.pointerIndex; } } LevelUp levelUp = LevelUp.None; if (index >= 0 && index <= 2) { switch (index) { case 0: levelUp = LevelUp.Hp; break; case 1: levelUp = LevelUp.Str; break; case 2: levelUp = LevelUp.Def; break; } resultSet.AddLevelUp(levelUp); RB.SoundPlay(game.assets.soundSelectOption, 1, RandomUtils.RandomPitch(0.1f)); } }
private void LevelUp_Click(object sender, EventArgs e) { LevelUp levelUp = new LevelUp(player, player.storedLevelUps); levelUp.ShowDialog(); player.level += player.storedLevelUps; player.storedLevelUps = 0; levelUpButton.Enabled = false; levelUpButton.Text = "Already leveled up"; }
void Start() { sv = svGO.GetComponent<save>(); tst = tstGO.GetComponent<teste>(); adAP = adAPGO.GetComponent<addAP>(); mp = mpGO.GetComponent<maxPoints>(); sn = snGO.GetComponent<SelecaoNiveis>(); btns = btnsGO.GetComponent<buttons>(); btl = btlGO.GetComponent<Battle>(); ce = ceGO.GetComponent<CreateEnemys>(); lu = luGO.GetComponent<LevelUp>(); }
public void EndMatch(bool isWin) { setDefault(); currentToken = PData.Tokens; LvlUpType = PData.SetXP(isWin); EndToken = GameSparksManager.playerData.Tokens; GameSparksManager.EndMatch(isWin); StartCoroutine("AnimateXpScreen"); }
// disassembler private void Disassemble() { int offset = (index * 20) + 0x3A002C; // startingLevel = rom[offset++]; startingCurrentHP = Bits.GetShort(rom, offset); offset += 2; startingMaxHP = Bits.GetShort(rom, offset); offset += 2; startingSpeed = rom[offset++]; startingAttack = rom[offset++]; startingDefense = rom[offset++]; startingMgAttack = rom[offset++]; startingMgDefense = rom[offset++]; startingExperience = Bits.GetShort(rom, offset); offset += 2; startingWeapon = rom[offset++]; startingArmor = rom[offset++]; startingAccessory = rom[offset]; offset += 2; // startingMagic = new bool[32]; int a = 0; for (int o = 0; o < 4; o++, offset++) { for (int i = 0; i < 8; i++) { startingMagic[a++] = Bits.GetBit(rom, offset, i); } } // set up the levels levels = new LevelUp[31]; for (int i = 2; i < levels.Length; i++) { levels[i] = new LevelUp(i, index); } // startingCoins = Bits.GetShort(rom, 0x3A00DB); startingCurrentFP = rom[0x3A00DD]; startingMaximumFP = rom[0x3A00DE]; startingFrogCoins = Bits.GetShort(rom, 0x3A00DF); // defenseStartL1 = rom[0x02C9B3]; defenseStartL2 = rom[0x02C9B9]; defenseEndL2 = rom[0x02C9BF]; defenseEndL1 = rom[0x02C9C5]; // name = new char[10]; for (int i = 0; i < name.Length; i++) { name[i] = (char)rom[(index * 10) + 0x3a134d + i]; } }
private static void SetupStats() { PlayerCPU = 1; BaseClass classType = PlayerClass; RAM = classType.RAM; CurrentRAM = classType.RAM; CurrentXP = 0; LevelUp.DetermineRequiredXP(); Strength = classType.Strength; Dexterity = classType.Dexterity; Intellect = classType.Intellect; PlayerFunctions = PlayerClass.functions; }
//Send the iD of the completed Quest /// <summary> ///ID has to be 1 or greater /// </summary> /// <param name="iD"></param> /// <returns></returns> public override void CompleteQuest(int iD) { FetchQuest fetchQuest = new FetchQuest(); fetchQuest = (FetchQuest)quest[iD - 1]; fetchQuest.isQuestComplete = true; GameInformation.CurrentXp += GetXPReward(iD); if (GameInformation.CurrentXp > GameInformation.RequiredXP) { LevelUp level = new LevelUp(); level.LevelUpCharacter(); } GameInformation.Gold += GetGoldReward(iD); }
public static IEnumerable <LevelUp> ReadCsv() { string[] lines = File.ReadAllLines(Application.dataPath + "/LevelUp.csv"); return(lines.Select(line => { string[] data = line.Split(','); LevelUp up = new LevelUp(); up.level = Convert.ToInt32(data[0]); up.exp = Convert.ToInt32(data[1]); up.atk = Convert.ToInt32(data[2]); up.def = Convert.ToInt32(data[3]); up.hp = Convert.ToInt32(data[4]); return up; })); }
void Start() { sv = svGO.GetComponent<save>(); tst = tstGO.GetComponent<teste>(); adAP = adAPGO.GetComponent<addAP>(); mp = mpGO.GetComponent<maxPoints>(); sn = snGO.GetComponent<SelecaoNiveis>(); btns = btnsGO.GetComponent<buttons>(); btl = btlGO.GetComponent<Battle>(); ce = ceGO.GetComponent<CreateEnemys>(); lu = luGO.GetComponent<LevelUp>(); ask = askGO.GetComponent<ActivateSkills>(); us = usGO.GetComponent<UseSkills>(); lus = lusGO.GetComponent<levelUpSkills>(); su = suGO.GetComponent<Save_User>(); }
private void Start() { //make sure player is alive alive = true; //connect the Character Controller to the controller variable controller = GetComponent <CharacterController>(); movement = GetComponent <CharacterMovement>(); checkPoint = GetComponent <CheckPoint>(); levelUp = GetComponent <LevelUp>(); maxHealth = 100 * constitution; //set current health to max curHealth = maxHealth; movement.runSpeed = 7 + dexterity; LoadStats(); healTimer = startHealTime; }
public void Win() { rewards = GameObject.FindObjectOfType <MapRewards>(); LevelUp.LevelUpNow(); if (CurrentGame.game.memoryGeneral.levelHolder.ogLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.ogLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } else if (CurrentGame.game.memoryGeneral.levelHolder.ftLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.ftLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } else if (CurrentGame.game.memoryGeneral.levelHolder.swLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.swLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } else if (CurrentGame.game.memoryGeneral.levelHolder.gdLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.gdLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } StartCoroutine(BackToTown()); }
// Update is called once per frame void Update() { Move(); if (remainingDamageFrames > 0) { remainingDamageFrames--; if (remainingDamageFrames == 0) { UnShowDamage(); } } if (increaseScore == 1) { Main.S.score += scoreIncrease; increaseScore = 0; LevelUp.CheckLevelUp(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.TryGetComponent <ColliderScript>(out ColliderScript collider)) { if (transform.localScale.x > 0.175f) { transform.localScale -= new Vector3(0.025f, 0.025f); } } if (collision.TryGetComponent <Raindrops>(out Raindrops raindrops)) { if (transform.localScale.x < 0.3f) { transform.localScale += new Vector3(0.01f, 0.01f); _speed += 0.1f; LevelUp.GainExp(10); } } }
private void OnGUI() { if (GUILayout.Button("EXP + 10")) { LevelUp.AddExperience(10); } if (GUILayout.Button("EXP + 100")) { LevelUp.AddExperience(100); } if (GUILayout.Button("EXP + 1000")) { LevelUp.AddExperience(1000); } if (GUILayout.Button("EXP + 10000")) { LevelUp.AddExperience(10000); } }
// On click to OpenBox, looks at how many items are in the box and adds an Item. public void OpenBox() { if (User.user.LootBoxes > 0) { LootBox lootBox = GenerateLootBox(); if (User.user.inventory.Count + lootBox.ItemCount > User.user.InventorySlots) { errorText.enabled = true; errorText.text = "Your inventory is too full!"; StartCoroutine(DisableErrorText()); return; } for (int i = 0; i < lootBox.ItemCount; i++) { GameObject thisObject = lootManager.lootSlots[i].gameObject; ClearItemSprites(thisObject); CreateLoot(thisObject, thisObject.GetComponent <Image>()); } User.user.Experience += lootBox.Experience; if (User.user.Experience >= User.user.ExperienceToNext) { LevelUp levelUp = new LevelUp(); levelUp.IncreaseLevel(playerLevelText, firebaseManager); } if (User.user.LootBoxes == User.user.MaxLootBoxes) { firebaseManager.UpdateLastTimeOpenedLootBox(); } User.user.LootBoxes -= 1; User.user.Experience += lootBox.Experience; firebaseManager.UpdateDatabaseValues(); } else { errorText.enabled = true; errorText.text = "You do not have any more loot boxes!"; StartCoroutine(DisableErrorText()); } //DataManager.dataManager.Save(); }
public void Setup(PlayerStatus playerStatus) { this.playerStatus = playerStatus; //アイテムのセットアップ items = new Dictionary <ItemType, ItemBase>(); ItemBase item; item = new Rest(); items.Add(item.Type, item); item = new LevelUp(); items.Add(item.Type, item); item = new Portion(); items.Add(item.Type, item); item = new InfinitePower(); items.Add(item.Type, item); item = new Resurrection(); items.Add(item.Type, item); }
/// <summary> /// Start is called before the first frame update /// </summary> void Start() { // Start level timer levelTime = ConfigurationUtils.InitialLevelTimer; levelTimer = gameObject.AddComponent <Timer>(); levelTimer.Duration = ConfigurationUtils.InitialLevelTimer + 1; levelTimer.AddTimerFinishedListener(HandleLevelTimerFinished); levelTimer.Run(); // Set level level = 1; // Initialize text timeLeftText = GameObject.FindGameObjectWithTag("TimeLeftText").GetComponent <Text>(); levelText = GameObject.FindGameObjectWithTag("LevelText").GetComponent <Text>(); timeLeftText.text = timeLeftPrefix + levelTime; levelText.text = levelPrefix + level; // Initialize events and add class as invoker levelUp = new LevelUp(); playerWon = new PlayerWon(); EventManager.AddLevelUpInvoker(this); EventManager.AddPlayerWonInvoker(this); }
private void OnEnable() { level = FindObjectOfType <LevelUp>(); }
public void NotifyLevelUp(IChampion c) { var lu = new LevelUp(c); _packetHandlerManager.BroadcastPacket(lu, Channel.CHL_S2C); }
void ApplyLevel(LevelUp levelUp) { xp += levelUp.xp; level += levelUp.level; nextLevelXP = GetXPtoNextLevel(level); foreach(Stat lvlStat in levelUp.growth) { foreach(Stat charStat in stats) { if(charStat.id == lvlStat.id) { charStat.baseValue += lvlStat.baseValue; break; } } } }
LevelUp CreateLevelUp() { LevelUp newLevel = new LevelUp(); newLevel.xp = -GetXPtoNextLevel(level); newLevel.level = 1; newLevel.growth = new Stat[statsGrowth.Length]; for(int i = 0; i < statsGrowth.Length; i++) { newLevel.growth[i] = new Stat(); newLevel.growth[i].id = statsGrowth[i].id; newLevel.growth[i].baseValue = statsGrowth[i].RollDice(); } return newLevel; }
private static async void LevelUpAsync(IMessage message, User user, int level) { SocketTextChannel channel = message.Channel as SocketTextChannel; if (Program.Guilds.GetValueOrDefault(channel.Guild.Id).LevelupChannel != 0) { channel = Program.Client.GetChannel(Program.Guilds.GetValueOrDefault(channel.Guild.Id).LevelupChannel) as SocketTextChannel; } if (!File.Exists($"{Program.Rootdir}\\Users\\LevelUp\\{user.Id}.gif")) { try { await channel.SendMessageAsync("", false, Embed.GetEmbed($"Congratulations {message.Author.Username} you are now level {level}!", "You havn't uploaded a levelup image yet")); } catch { await channel.SendMessageAsync("", false, Embed.GetEmbed("Get Levelup", "Sorry there was an error")); } return; } var tmp = await channel.SendMessageAsync("", false, Embed.GetEmbed($"Congratulations {message.Author.Username} you are now level {level}!", "Loading image...")); try { int globalRank = await Ranks.GetGlobalRank(message.Author.Id); int localRank = await Ranks.GetLocalRank(channel.Guild, message.Author.Id); if (!File.Exists($"{Program.Rootdir}\\Users\\LevelUp\\{user.Id}Processed.gif") || Program.Users.GetValueOrDefault(user.Id).changed == true) { var tmpimg = await LevelUp.MakeLevelAsync(user.Id); if (tmpimg.Length > 8000000) { await tmp.ModifyAsync(x => x.Embed = Embed.GetEmbed($"Congratulations {message.Author.Username} you are now level {level}!", "Levelup image is too big for discord after processing")); GC.Collect(); return; } else { File.WriteAllBytes($"{Program.Rootdir}\\Users\\LevelUp\\{message.Author.Id}Processed.gif", tmpimg); Program.Users.GetValueOrDefault(message.Author.Id).changed = false; await Program.SaveUser(user.Id); } } try { await channel.SendFileAsync($"{Program.Rootdir}\\Users\\LevelUp\\{user.Id}Processed.gif", "", false, Embed.GetEmbed($"Congratulations {message.Author} you are now level {level}!", $"You currently rank:\nGuild: {localRank}\nOverall: {globalRank}")); } catch { await tmp.ModifyAsync(x => x.Embed = Embed.GetEmbed("Get Levelup", "Sorry there was an error")); GC.Collect(); return; } await tmp.DeleteAsync(); } catch { await tmp.ModifyAsync(x => x.Embed = Embed.GetEmbed($"Congratulations {message.Author.Username} you are now level {level}!", "Sorry there was an error")); GC.Collect(); return; } }
void DebugLevelUp(LevelUp lvlUp) { int debugLevel = level + lvlUp.level; Debug.Log(string.Format("<b><color=purple>LEVEL UP! (Level {0})</color></b>", debugLevel)); Debug.Log(string.Format("HP:+{0} MP:+{1}", lvlUp.GetGrowth("MaxHP"), lvlUp.GetGrowth("MaxMP"))); Debug.Log(string.Format("Atk:+{0} Def:+{1} Str:+{2} Mag:+{3} Spd:+{4} Lck:+{5}", lvlUp.GetGrowth("Attack"), lvlUp.GetGrowth("Defense"), lvlUp.GetGrowth("Strength"), lvlUp.GetGrowth("Magic"), lvlUp.GetGrowth("Speed"), lvlUp.GetGrowth("Luck"))); Debug.Log(string.Format("***XP TO NEXT LEVEL: {0}***", GetXPtoNextLevel(debugLevel))); }
protected new void Start() { base.Start(); if(controlled) { hud = gameObject.AddComponent<HUD>(); playerTurn = gameObject.AddComponent<PlayerTurn>(); lu = gameObject.AddComponent<LevelUp>(); } levelUpsAvailable += 19; }
static void Draw ( LevelUp _c, GizmoType _gizmoType ) { if ( EditorApplication.isPlaying ) return; Gizmos.color = Color.green; foreach ( GameObject go in _c.targets ) { if ( go == null ) continue; Vector3 position = _c.transform.position; Gizmos.DrawLine (position, go.transform.position); } }