// Use this for initialization void Start() { circleCollider = GetComponent <CircleCollider2D>(); }
// Use this for initialization void Start() { tr = GetComponent <Transform>(); initPosition = tr.position; cc = GetComponent <CircleCollider2D>(); }
// Start is called before the first frame update void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); circleCollider2D = GetComponent <CircleCollider2D>(); }
private void Awake() { manager = GameObject.Find("GameManager").GetComponent <Manager>(); circleCollider2D = gameObject.GetComponent <CircleCollider2D>(); bombText = gameObject.GetComponentInChildren <TextMesh>(); }
public static void ApplyColliderInfoToTile(Tile tile, ColliderInfo colliderInfo) { if (tile == null || colliderInfo == null) { return; } CollisionType collisionType = colliderInfo.CollisionType; switch (collisionType) { case CollisionType.Box: { BoxCollider2DInfo info = colliderInfo as BoxCollider2DInfo; BoxCollider2D collider = tile.GetComponent(typeof(BoxCollider2D)) as BoxCollider2D; if (info != null && collider != null) { collider.size = info.Size; #if UNITY_5_0 collider.offset = info.Center; #else collider.center = info.Center; #endif } break; } case CollisionType.Circle: { CircleCollider2DInfo info = colliderInfo as CircleCollider2DInfo; CircleCollider2D collider = tile.GetComponent(typeof(CircleCollider2D)) as CircleCollider2D; if (info != null && collider != null) { #if UNITY_5_0 collider.offset = info.Center; #else collider.center = info.Center; #endif collider.radius = info.Radius; } break; } case CollisionType.Polygon: { PolygonCollider2DInfo info = colliderInfo as PolygonCollider2DInfo; PolygonCollider2D collider = tile.GetComponent(typeof(PolygonCollider2D)) as PolygonCollider2D; if (info != null && collider != null) { collider.pathCount = info.PathCount; collider.points = info.Points; } break; } default: break; } }
// Start is called before the first frame update void Start() { _rb = GetComponent <Rigidbody2D>(); _col = GetComponent <CircleCollider2D>(); }
// Use this for initialization void Start() { myRigidBody = GetComponent <Rigidbody2D>(); myHead = GetComponent <CircleCollider2D>(); myAnimator = GetComponent <Animator>(); }
void Update() { #if UNITY_EDITOR OnValidate(); #endif Mesh mesh = new Mesh(); PolygonCollider2D _polygon2d = gameObject.GetComponent <PolygonCollider2D>(); BoxCollider2D _box2d = gameObject.GetComponent <BoxCollider2D>(); CircleCollider2D _circle2d = gameObject.GetComponent <CircleCollider2D>(); EdgeCollider2D _edge2d = gameObject.GetComponent <EdgeCollider2D>(); if (_polygon2d) { // points are alredy rotated :) int pointCount = _polygon2d.GetTotalPointCount(); Vector2[] points = _polygon2d.points; Vector3[] vertices = new Vector3[pointCount]; for (int j = 0; j < pointCount; j++) { Vector2 actual = points[j]; vertices[j] = new Vector3(actual.x, actual.y, 0); } Triangulator tr = new Triangulator(points); int[] triangles = tr.Triangulate(); mesh.vertices = vertices; mesh.triangles = triangles; } if (_box2d) { mesh.vertices = GetBoxCorners(_box2d); int[] triangles = { 0, 1, 2, 1, 3, 2 }; mesh.triangles = triangles; } if (_circle2d) { float scale = 1f / 16f; Vector3[] vertices = new Vector3[16]; Vector2[] points = new Vector2[16]; for (int j = 0; j < 16; j++) { float x = (_circle2d.offset.x + Mathf.Cos(scale * j * 2 * Mathf.PI) * _circle2d.radius) * _circle2d.transform.localScale.x; float y = (_circle2d.offset.y + Mathf.Sin(scale * j * 2 * Mathf.PI) * _circle2d.radius) * _circle2d.transform.localScale.y; points[j] = new Vector2(x, y); vertices[j] = new Vector3(x, y, 0); } Triangulator tr = new Triangulator(points); int[] triangles = tr.Triangulate(); mesh.vertices = vertices; mesh.triangles = triangles; } if (_edge2d) { Debug.LogWarning("EdgeCollider2D is not supported"); } _mf.mesh = mesh; }
// Use this for initialization void Start() { collider = GetComponent <CircleCollider2D>(); maxDist = transform.localScale.x * collider.radius * 2; startTime = Time.time; }
private void Start() { circleCollider2D = GetComponent <CircleCollider2D>(); circleCollider2D.radius = range; controller = GetComponentInChildren <UselessPigsController>(); }
public static void SetPlayer(GameObject newPlayer) { playerOne = newPlayer; playerOneRb = newPlayer.GetComponent <Rigidbody2D>(); interactionRadius = newPlayer.transform.GetChild(0).GetComponent <CircleCollider2D>(); }
// Start is called before the first frame update void Start() { cc = gameObject.GetComponent <CircleCollider2D>(); cc.radius = 7.5f; }
// Use this for initialization void Start() { player = (PlayerController)FindObjectOfType(typeof(PlayerController)); circle = (CircleCollider2D)collider2D; }
void Start() { rb = GetComponent <Rigidbody2D>(); circleCollider = GetComponent <CircleCollider2D>(); circleCollider.enabled = false; }
void Start() { sphereCollider = GetComponent <CircleCollider2D>(); sphereTransform = GetComponent <Transform>(); alarmaEncendida = false; }
// Use this for initialization void Start() { spriteRenderer = GetComponent <SpriteRenderer> (); BallCollider = GetComponent <CircleCollider2D> (); scoringSystem = GameObject.FindGameObjectWithTag("ScoringSystem"); }
void Update() { //Get the current speed, just to show it in the inspector currentSpeed = rb.velocity.magnitude; //Check for future collisions with obstacles ContactFilter2D filter = new ContactFilter2D(); filter.SetLayerMask(obstacleLayer); List <RaycastHit2D> results = new List <RaycastHit2D>(); bc.Cast(rb.velocity, filter, results, rb.velocity.magnitude); Vector2 desiredVel; //If we are going to collide, we need to steer around it. if (results.Count > 0) { //Find the hit point and the direction of the wall where the hit occurred RaycastHit2D hit = results[0]; Vector2 wall = new Vector2(hit.normal.y, -hit.normal.x); //Decide whether to go right or left depending on what point was hit Vector2 forward = rb.velocity.normalized; Vector2 right = new Vector2(forward.y, -forward.x); float side = Vector2.Dot(hit.point - hit.centroid, right); if (side < 0) { wall = -wall; } //We need to find the point along the wall // that is maxSpeed away from the current position. // So we find the intersection of a circle of radius maxSpeed // with a ray along the wall. //We have to shoot the ray from outside the circle toward // the centroid. Otherwise it considers the collision to // have occurred immediately. //Set up the circle CircleCollider2D cc = GetComponent <CircleCollider2D>(); cc.enabled = true; cc.radius = maxSpeed; //Cast the ray RaycastHit2D intersection = Physics2D.Raycast(hit.centroid + maxSpeed * wall, -wall, 2 * maxSpeed, carLayer); Debug.DrawRay(hit.centroid + maxSpeed * wall, -wall * 2 * maxSpeed, Color.red); cc.enabled = false; //The desired velocity is toward that intersection point. desiredVel = intersection.point - (Vector2)transform.position; } else { //Calculate the seek steering direction Vector2 toTarget = target.position - transform.position; float distance = toTarget.magnitude; float speed; if (distance < maxSpeed) //if we will reach in under 1 second { speed = distance; } else { speed = maxSpeed; } desiredVel = toTarget / toTarget.magnitude * speed; } Vector2 seekVelocity = desiredVel - rb.velocity; //Let's draw the vectors Debug.DrawRay(transform.position, rb.velocity, Color.white); Debug.DrawRay(transform.position, desiredVel, Color.magenta); Debug.DrawRay(transform.position, seekVelocity, Color.green); Debug.DrawRay(transform.position + (Vector3)rb.velocity, seekVelocity, Color.green); //Apply the force Vector2 force = seekVelocity / maxSpeed * maxForce; rb.AddForce(force); }
void Start() { cam = Camera.main; rb = GetComponent <Rigidbody2D>(); circleCollider = GetComponent <CircleCollider2D>(); }
private void Awake() { playerCam = FindObjectOfType <PlayerCamera>(); circleCollider = GetComponent <CircleCollider2D>(); circleCollider.enabled = false; }
// Use this for initialization void Start() { player = GameDirector.Get().player; circle2d = GetComponent <CircleCollider2D>(); col2d = player.GetComponent <Collider2D>(); }
private void Awake() { _Feet = GetComponent <CircleCollider2D>(); }
private void Awake() { myRigidbody2D = GetComponent <Rigidbody2D>(); myTestGroundCheck = GetComponent <CircleCollider2D>(); }
// Start is called before the first frame update void Start() { bitScript = GetComponentInParent <BitBehaviour>(); circle = GetComponent <CircleCollider2D>(); }
//initialize fields private new void Start() { projCollider = GetComponent <CircleCollider2D>(); }
public static bool IsTileColliderEqualsToColliderInfo(Tile tile, ColliderInfo colliderInfo) { if (tile == null || colliderInfo == null) { return(false); } switch (colliderInfo.CollisionType) { case CollisionType.Box: { BoxCollider2D collider = tile.GetComponent(typeof(BoxCollider2D)) as BoxCollider2D; BoxCollider2DInfo info = colliderInfo as BoxCollider2DInfo; if (collider == null || info == null) { return(false); } #if UNITY_5_0 if (info.Center == collider.offset && info.Size == collider.size) #else if (info.Center == collider.center && info.Size == collider.size) #endif { return(true); } else { return(false); } } case CollisionType.Circle: { CircleCollider2D collider = tile.GetComponent(typeof(CircleCollider2D)) as CircleCollider2D; CircleCollider2DInfo info = colliderInfo as CircleCollider2DInfo; if (collider == null || info == null) { return(false); } #if UNITY_5_0 if (collider.offset == info.Center && collider.radius == info.Radius) #else if (collider.center == info.Center && collider.radius == info.Radius) #endif { return(true); } else { return(false); } } case CollisionType.Polygon: { PolygonCollider2D collider = tile.GetComponent(typeof(PolygonCollider2D)) as PolygonCollider2D; PolygonCollider2DInfo info = colliderInfo as PolygonCollider2DInfo; if (collider == null || info == null) { return(false); } if (collider.pathCount == info.PathCount) { for (int i = 0; i < collider.pathCount; ++i) { if (collider.points[i] != info.Points[i]) { return(false); } } return(true); } else { return(false); } } default: return(true); } }
private void Awake() { col = GetComponent <CircleCollider2D>(); action = GetComponent <DefendAction>(); }
// Use this for initialization void Start() { explosionRadius = gameObject.GetComponent <CircleCollider2D>(); }
private void Awake() { sensorColl = GetComponent <CircleCollider2D>(); }
private void Start() { collider2D = GetComponent <CircleCollider2D>(); }
private void Start() { rigidBody = GetComponent <Rigidbody2D>(); circleCollider = GetComponent <CircleCollider2D>(); cam = Camera.main; }