void OnTriggerStay(Collider other) { FurnitureProperty furScript = null; furScript = other.gameObject.GetComponent <FurnitureProperty> (); if (furScript != null) { if (furScript.furnitureTag == holdFlag) { Camera.main.GetComponent <CameraMovement> ().followState = 1; StartCoroutine(EnterGame(furScript.furnitureTag)); } } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { v3location = transform.position; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Debug.DrawLine (ray.origin, ray.origin + 300 * ray.direction, Color.red, 2f); if (Physics.Raycast(ray, out hitInfo, 300f, 1 << LayerMask.NameToLayer("Road")) && movementScript.navAgentOn) //Navigate to the destination { v3destination = FineTuneDestination(hitInfo.point, hitInfo); destOn = hitInfo.collider.gameObject.GetComponent <RoadProperty>().regionNumber; //Determine the region destination is in GetComponent <AnimationController> ().holdFlag = ""; GetComponent <AnimationController> ().holdFlagTwo = false; camMovement.followState = 0; FurnitureProperty furScript = null; furScript = hitInfo.collider.gameObject.GetComponent <FurnitureProperty> (); if (furScript != null) { if (hitInfo.collider.gameObject.GetComponent <FurnitureProperty> ().furnitureType.Equals("Game")) { Debug.Log("Goint to play game " + furScript.furnitureTag); camMovement.SetFurniture(hitInfo.collider.gameObject); GetComponent <AnimationController> ().holdFlag = furScript.furnitureTag; v3destination = furScript.position; //Debug.Log (v3destination); Debug.DrawLine(v3destination, (v3destination + new Vector3(0f, 20f, 0f)), Color.red, 2f); } } if (hitInfo.collider.gameObject.tag.Equals("RegionFour")) { GetComponent <AnimationController> ().holdFlagTwo = true; } NavigateTo(); } } if (Input.GetMouseButtonDown(1)) //For debug use only { navAgent.SetDestination(v3nodes[1]); //Crossing GetComponent <AnimationController> ().holdFlag = ""; GetComponent <AnimationController> ().holdFlagTwo = false; camMovement.followState = 0; } }
public void LoadList(string category) { SpawnList spawnList = spawner.GetComponent <SpawnList>(); currentCategory = category; // set title titleLabel.GetComponent <Text>().text = spawnList.getCategoryTitle(currentCategory); furnitures = spawnList.findBundle(category); int currentIndex = 0; if (pageHistory.ContainsKey(category)) { currentIndex = pageHistory[category]; } else { pageHistory[category] = 0; } int i = currentIndex * pageSize; foreach (GameObject furnitureBtn in furniturePage) { if (i < Math.Min(furnitures.Count, (currentIndex + 1) * pageSize)) { furnitureBtn.SetActive(true); GameObject f = furnitures[i]; FurnitureProperty properties = spawnList.findAssetProperties(category, f.name); furnitureBtn.GetComponent <FurnitureMenuItemProperty>().furnitureProperty = properties; furnitureBtn.GetComponent <FurnitureMenuItemProperty>().index = i; if (!category.Contains("paint")) { furnitureBtn.GetComponent <Image>().sprite = spawnList.findAssetIcon(category, i); furnitureBtn.GetComponent <Image>().material = null; } else { furnitureBtn.GetComponent <Image>().sprite = null; furnitureBtn.GetComponent <Image>().material = spawnList.findPaintIcon(i); } i++; } else { furnitureBtn.SetActive(false); } } if (furnitures.Count <= pageSize) { forward.SetActive(false); backward.SetActive(false); } else if (currentIndex == 0) { forward.SetActive(true); backward.SetActive(false); } else if ((furnitures.Count - currentIndex * pageSize) <= pageSize) { forward.SetActive(false); backward.SetActive(true); } else { backward.SetActive(true); forward.SetActive(true); } }
set => SetValue(FurnitureProperty, value);