// Start is called before the first frame update void Start() { if (!inventory) { inventory = GetComponent <Inventory>(); } if (getLeftOne) { evCheck = FindClosetElevationCheck.GetTheLeftOne(); } else { evCheck = FindClosetElevationCheck.GetTheRighttOne(); } Blockbuilder[] bbs = FindObjectsOfType <Blockbuilder>(); foreach (Blockbuilder bs in bbs) { if (GetComponent <Transform>().localPosition.x < 0 && bs.transform.position.x < 0) { blockbuilder = bs; } if (GetComponent <Transform>().localPosition.x > 0 && bs.transform.position.x > 0) { blockbuilder = bs; } } timeLeftToNextGen = timeBetweenGenerations; }
private void Start() { cannonObj = this.gameObject; animator = GetComponent <Animator>(); cannon = cannonObj.GetComponent <Cannon>(); StartCoroutine(MinHjärnaDog()); elevationCheck = FindClosetElevationCheck.GetClosets(gameObject); }
void Start() { ElevationCheck elevationCheck = FindClosetElevationCheck.GetClosets(gameObject); float heightPercentense = elevationCheck.groundlevel + restictValue; var pos = transform.position; pos.y = heightPercentense + 0.5f; transform.position = pos; }
private void Start() { if (leftElevation) { elevationCheck = FindClosetElevationCheck.GetTheLeftOne(); } else { elevationCheck = FindClosetElevationCheck.GetTheRighttOne(); } img = GetComponent <Image>(); img.color = color; }
// Start is called before the first frame update void Awake() { Transform parent = transform.parent; elevationCheck = parent.GetComponentInChildren <ElevationCheck>(); cannon = parent.GetComponentInChildren <Cannon>(); if (generator == null) { generator = parent.GetComponentInChildren <GenerateBlockToInventoryOverTime>(); } cannonRotationBaseValue = cannon.bonunsRotationSpeed; cannonVelocityBaseValue = cannon.velBouns; blockGenBaseValue = generator.bonus; bonusRotationAt = bonusRotationAt + elevationCheck.groundlevel; bonusVelocityAt = bonusVelocityAt + elevationCheck.groundlevel; bonusGeneratorAt = bonusGeneratorAt + elevationCheck.groundlevel; }
public static ElevationCheck GetTheRighttOne() { ElevationCheck[] all = Object.FindObjectsOfType <ElevationCheck>(); ElevationCheck right = null; float minDist = -1000000f; foreach (ElevationCheck gitFtw in all) { float x = gitFtw.gameObject.transform.position.x; if (x > minDist) { minDist = x; right = gitFtw; } } return(right); }
public static ElevationCheck GetTheLeftOne() { ElevationCheck[] all = Object.FindObjectsOfType <ElevationCheck>(); ElevationCheck left = null; float minDist = Mathf.Infinity; foreach (ElevationCheck gitFtw in all) { float x = gitFtw.gameObject.transform.position.x; if (x < minDist) { minDist = x; left = gitFtw; } } return(left); }
public static ElevationCheck GetClosets(GameObject obj) { ElevationCheck[] all = Object.FindObjectsOfType <ElevationCheck>(); Vector3 currentPosition = obj.transform.position; Vector3 eleveationObjPos = new Vector3(); float minDist = Mathf.Infinity; ElevationCheck best = null; foreach (ElevationCheck e in all) { eleveationObjPos = e.gameObject.transform.position; float dist = Vector3.Distance(currentPosition, eleveationObjPos); if (minDist > dist) { minDist = dist; best = e; } } return(best); }