// Start is called before the first frame update void Start() { lockSocketFuncRef = lockedTo.GetComponent <SocketFunction>(); startPos = transform.position; unitVector = (moveTo.transform.position - startPos).normalized; }
private void OnTriggerEnter(Collider other) { SocketFunction socketF = other.gameObject.GetComponent <SocketFunction>(); if (colorArr[colorArrIndex] == socketF.colorArr[socketF.colorArrIndex]) { inRangeSocket = other.gameObject; } }
// Start is called before the first frame update void Start() { lockSocketFuncRef = lockedTo.GetComponent <SocketFunction>(); renderer = gameObject.GetComponent <MeshRenderer>(); collider = gameObject.GetComponent <SphereCollider>(); baseColor = renderer.material; renderer.material = lockedColor; }
public override void OnInspectorGUI() { base.OnInspectorGUI(); SocketFunction script = (SocketFunction)target; GUIContent array = new GUIContent("Color Choice"); script.colorArrIndex = EditorGUILayout.Popup(array, script.colorArrIndex, script.colorArr); EditorUtility.SetDirty(target); }
private void unplugFromSocket() { SocketFunction socketF = inRangeSocket.gameObject.GetComponent <SocketFunction>(); plugLevelController.GetComponent <PlugLevelController>().decreaseConnectedPlugCount(); setRigidBodyConstraints(); plugged = false; socketF.socketPlugged = false; }
private void plugToSocket() { SocketFunction socketF = inRangeSocket.gameObject.GetComponent <SocketFunction>(); controlledPlug.transform.position = new Vector3(inRangeSocket.transform.position.x, controlledPlug.transform.position.y, inRangeSocket.transform.position.z); controlledPlug.transform.rotation = Quaternion.Euler(-90, 0, 0); //inRangeSocket = null; rb.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation; plugged = true; socketF.socketPlugged = true; plugLevelController.GetComponent <PlugLevelController>().incrementConnectedPlugCount(); }