private void Targetting() { RaycastHit hit; LayerMask layerMask = 1 << 10; Vector3 direction = (transform.position - cam.transform.position).normalized; Ray ray = cam.ScreenPointToRay(direction); Debug.DrawRay(cam.transform.position, direction * 15f, Color.green); Physics.Raycast(cam.transform.position, direction, out hit, 15f, layerMask); thingivehit = hit.transform; if (hit.collider != null) { ivehitsomething = true; if (Input.GetKeyUp(KeyCode.Q)) { hotdog.GetComponent <Hotdog>().target = thingivehit.gameObject; hotdog.GetComponent <Hotdog>().hotdogState = Hotdog.pigeonState.followcommand; crosshairstate = CrosshairState.isdisabled; ivehitsomething = false; thingivehit = null; } } else if (hit.collider == null) { thingivehit = null; ivehitsomething = false; } }
// Start is called before the first frame update void Start() { crosshairstate = CrosshairState.isdisabled; myRigidbody = gameObject.GetComponent <Rigidbody2D>(); player = GameObject.Find("PJohns"); hotdog = GameObject.Find("Hotdog"); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); }
/// <summary> /// Chase the specified newtarget. Feed me a World Position, I convert it to Viewport Position /// </summary> /// <param name="newtarget">Newtarget.</param> public void Chase(Transform newtarget) { target = newtarget; //target.position = myCam.WorldToViewportPoint(newtarget.position); //target.position.z = 10f; StartPulse(); //Debug.Log("Chasing at " + newtarget); state = CrosshairState.Alert; }
private void SetCrosshairState(CrosshairState state) { if (currentState == state) { return; } currentState = state; crosshair.SetTrigger(state.ToString()); }
/// <summary> /// This method is called when the power is different from hundred. /// Releases the Wrecking ball and destruct the obstacle according to power. /// </summary> /// <param name="target">Position of the target point.</param> /// <returns>StartCoroutine</returns> private IEnumerator OnHit(Vector3 target) { crosshairState = CrosshairState.None; PlayerStats.Lives--; yield return(StartCoroutine(Animate("FadeOut", 1f))); wreckingBall.gameObject.SetActive(true); wreckingBall.Release(target); UiManager.Instance.CloseCrosshair(); }
/// <summary> /// Changes the state of Crosshair to none. /// Decrease lifeCounter -1. /// Starts the Animate Coroutine. (Perfect) /// </summary> /// <param name="target"></param> /// <returns>StartCoroutine</returns> private IEnumerator OnPerfect(Vector3 target) { crosshairState = CrosshairState.None; PlayerStats.Lives--; perfectText.gameObject.SetActive(true); powerText.gameObject.SetActive(true); powerImage.gameObject.SetActive(true); yield return(StartCoroutine(Animate("Perfect", 2f))); wreckingBall.gameObject.SetActive(true); wreckingBall.Release(target); UiManager.Instance.CloseCrosshair(); }
public void SetState(CrosshairState cs) { m_state = cs; if (cs == CrosshairState.Disabled) { m_targetedCrosshair.SetActive(false); m_enabledCrosshair.SetActive(false); } else if (cs == CrosshairState.Enabled) { m_targetedCrosshair.SetActive(false); m_enabledCrosshair.SetActive(true); } else if (cs == CrosshairState.Targeted) { m_targetedCrosshair.SetActive(true); m_enabledCrosshair.SetActive(false); } }
private void SetCrosshairValue(CrosshairState state) { switch (state) { case CrosshairState.Always: CrosshairAlwaysToggle.isOn = true; break; case CrosshairState.Auto: CrosshairAutoToggle.isOn = true; break; case CrosshairState.Never: CrosshairNeverToggle.isOn = true; break; default: throw new NotImplementedException(); } }
/// <summary> /// Stop being angry /// </summary> public void CalmDown() { //Debug.Log("Calming down"); StartSpin(); state = CrosshairState.Wandering; }
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> private void OnEnable() { crosshairState = CrosshairState.None; StartCoroutine(ResetCrosshair()); }
/// <summary> /// This method changes the Crosshair's state according to specified state. /// </summary> /// <param name="state">Target state</param> private void ChangeCrosshairState(CrosshairState state) { timeElapsed = 0; crosshairState = state; }