// Use this for initialization void Start() { player = MetaScript.getPlayer(); spawnPoint = gameObject; canFire = true; controls = MetaScript.GetControls(); }
// Update is called once per frame void Update() { Vector3 tPos = MetaScript.getPlayer().transform.position; Vector3 pPos = transform.position; navComponent.enabled = true; //navComponent.SetDestination(target.transform.position); float distanceToTarget = Vector3.SqrMagnitude(tPos - pPos); if (distanceToTarget <= Mathf.Pow(followDistance, 2)) { navComponent.isStopped = true; } else if (distanceToTarget >= Mathf.Pow(maxDist, 2)) { navComponent.enabled = false; Vector3 updatePos = (pPos - tPos).normalized * maxDist + tPos; updatePos.y = tPos.y; transform.position = updatePos; navComponent.enabled = true; } else { navComponent.isStopped = false; navComponent.SetDestination(tPos); } }
private void getDest() { if (opponent != null) { opponent.SendMessage("stopTargeted", gameObject); } opponent = collect.findClosestTag("OwnedNPC", gameObject); if (opponent != null) { float oppDist = (transform.position - opponent.transform.position).sqrMagnitude; float playerDist = (transform.position - MetaScript.getPlayer().transform.position).sqrMagnitude; if (playerDist < oppDist) { opponent = MetaScript.getPlayer(); } } else { opponent = MetaScript.getPlayer(); } if (opponent != null) { opponent.SendMessage("beingTargeted", gameObject); } }
// Update is called once per frame void Update() { if (controls.keyDown(controls.Outpost) && canSend && buildingPrefabs[0].GetComponent <resourceCost>().canAfford()) { if (MetaScript.getOPController().checkDistance(transform.position)) { if (MetaScript.getOPController().canAddOutPost()) { // Build surrounding area to avoid nav issues MetaScript.getPlayer().GetComponent <DynamicGeneration>().generateSurrounding(Chunk.getChunkPos(transform.position)); canSend = false; buildingPrefabs[0].GetComponent <resourceCost>().purchase(); Instantiate(buildingPrefabsObjects[0], gameObject.transform.position, Quaternion.identity); StartCoroutine(canSendTimer()); MetaScript.getOPController().addOutpost(); } else { Debug.Log("Already at the outpost limit"); } } else { Debug.Log("Campfire too close to other campfire or TC"); } } }
// Update is called once per frame void Update() { if (player == null) { player = MetaScript.getPlayer(); Debug.Log("Building had to find player again"); } }
void OnDisable() { // Unload navmesh and clear handle m_Instance.Remove(); // Notify the player that this navmesh doesn't need to be checked MetaScript.getPlayer().SendMessage("RemResMesh", this); }
private void Start() { timer2 = timer; player = MetaScript.getPlayer(); buildingCheck = player.GetComponent <InBuilding>(); controls = MetaScript.GetControls(); }
public void recieveAction() { MetaScript.preTeleport(); MetaScript.getPlayer().GetComponent <DynamicGeneration>().enabled = false; MetaScript.getPlayer().transform.position = new Vector3(entranceXPos, DEPTH, entranceZPos); MetaScript.getPlayer().GetComponent <InBuilding>().setPlayerInBuilding(true); MetaScript.postTeleport(); }
void OnEnable() { // Construct and add navmesh m_NavMesh = new NavMeshData(); m_Instance = NavMesh.AddNavMeshData(m_NavMesh); if (m_Tracked == null) { m_Tracked = transform; } UpdateNavMesh(false); // Notify player to check this navmesh MetaScript.getPlayer().SendMessage("AddResMesh", this); }
// Use this for initialization void Start() { bg = new building_generator((int)gameObject.transform.position.x, (int)gameObject.transform.position.y, (int)gameObject.transform.position.z, gameObject, wall, door, floor); if (bg == null) { Debug.Log("The building_generator object is null."); } player = MetaScript.getPlayer(); if (player == null) { Debug.Log("The player object is null."); } else { ps = player.GetComponentsInChildren <ParticleSystem>(); } }
// Update is called once per frame void Update() { if (controls.keyDown(controls.TownPortal)) { bool inBuilding = false; if (buildingCheck != null) { inBuilding = buildingCheck.getPlayerInBuilding(); } if (MetaScript.getRes().hasResource(costType, resourceCost) && !inBuilding) { MetaScript.getRes().addResource(costType, -resourceCost); MetaScript.preTeleport(); transform.parent.transform.position = MetaScript.getTownCenter().transform.position + new Vector3(0.5f, 0, -0.5f); MetaScript.postTeleport(); MetaScript.Poof(MetaScript.getPlayer().transform.position); } } }
private void Start() { timer2 = timer; player = MetaScript.getPlayer().GetComponentInChildren <actor>().gameObject; }
// Use this for initialization void Start() { player = MetaScript.getPlayer(); gameOverText.text = " "; backToMenu.text = " "; }
// Use this for initialization void Start() { player = MetaScript.getPlayer(); }
void Start() { setHealth(MetaScript.getPlayer().GetComponent <Health> ()); healthBar = this.transform.GetChild(1).gameObject; healthNumberText = this.transform.GetChild(2).gameObject.GetComponent <Text> (); }
// Use this for initialization void Stop() { Controls.focused(true); MetaScript.getPlayer().GetComponent <Health>().isImmortal = true; }
// Use this for initialization void Start() { tc = MetaScript.getTownCenter().transform.position; player = MetaScript.getPlayer(); }