public override void FixedUpdate() { if (moving) { if (velocity < NPCSpeed) { velocity += .01f; } else { velocity = NPCSpeed; } } else { velocity = 0; } if (animator == null) { animator = GO.GetComponent <Animator>() as Animator; } else { animator.SetFloat("runSpeed", velocity); } }
public static List <T> FindAllPrefabInstancesWithType <T>(UnityEngine.Object myPrefab) { List <T> result = new List <T>(); GameObject[] allObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject)); foreach (GameObject GO in allObjects) { #if UNITY_EDITOR if (PrefabUtility.GetPrefabType(GO) == PrefabType.PrefabInstance) { if (CheckGameObjectIsParentObject(GO, (GameObject)myPrefab)) { if (GO.GetComponent <T>() != null) { result.Add(GO.transform.GetComponent <T>()); } } } #endif if (Application.isPlaying && !Application.isEditor) { if (CheckGameObjectIsParentObject(GO, (GameObject)myPrefab)) { if (GO.GetComponent <T>() != null) { result.Add(GO.transform.GetComponent <T>()); } } } } return(result); }
private void UndoSpawn() { Debug.Log("Easyspawner: Undo spawn action"); if (spawnActions.Count <= 0) { return; } List <GameObject> spawnedGameObjects = spawnActions.Pop(); Debug.Log("Easyspawner: Destroying " + spawnedGameObjects.Count + " objects"); string objectName = "objects"; foreach (GameObject GO in spawnedGameObjects) { if (GO != null) { objectName = GO.name.Remove(GO.name.Length - 7); ZNetView zNetV = GO.GetComponent <ZNetView>(); if (zNetV && zNetV.IsValid() && zNetV.IsOwner()) { zNetV.Destroy(); } } } Player.m_localPlayer.Message(MessageHud.MessageType.Center, "Undo spawn of " + spawnedGameObjects.Count + " " + objectName); Debug.Log("Easyspawner: Spawn undone"); }
public bool GenerateCube(GameObject GO) { MeshFilter CubeMeshFilter = null; if (!GO) { GO = new GameObject(); CubeMeshFilter = GO.AddComponent <MeshFilter>(); CubeMesh = CubeMeshFilter.mesh; MeshRenderer MyMeshRenderer = GO.AddComponent <MeshRenderer>(); GO.transform.localScale = new Vector3(1, 1, 1); } else { CubeMeshFilter = GO.GetComponent <MeshFilter>(); if (CubeMeshFilter) { CubeMesh = CubeMeshFilter.mesh; } } if (CubeMeshFilter && CubeMesh) { Cube_vertices = new List <Vector3>(); Cube_triangles = new List <int>(); Cube_CreateCube(GO); } CustomMessage = ""; return(true); }
//------------------------- void OnDestroy() { --Coin.CoinCount; //Check remaining coins if (Coin.CoinCount <= 0) { //Game is won. Collected all coins //Destroy Timer and launch fireworks GameObject Timer = GameObject.Find("LevelTimer"); Destroy(Timer); GameObject[] FireworkSystems = GameObject.FindGameObjectsWithTag("Fireworks"); if (FireworkSystems.Length <= 0) { return; } foreach (GameObject GO in FireworkSystems) { GO.GetComponent <ParticleSystem>().Play(); } } }
public string polyCounter() { int polycount = 0; int thisPoly = 0; foreach (GameObject GO in AllGO) { MeshFilter newMesh = null; if (GO.gameObject.activeSelf) { Renderer rend = GO.GetComponent <Renderer>(); if (rend != null && rend.isVisible) { newMesh = GO.GetComponent <MeshFilter>(); } } if (newMesh != null) { thisPoly = newMesh.mesh.triangles.Length / 3; polycount += thisPoly; Debug.Log(GO.name + " this = " + thisPoly + " |new count = " + polycount); } } return(polycount.ToString()); }
private void SortArrayByDate(string str) { if (sortField != str) { sortField = str; ClothesDetails details; //finds the index where each item of clothing needs to go foreach (GameObject GO in clothesList) { details = GO.GetComponent <ClothesDetails>(); //if list empty just add the first item if (tempList.Count == 0) { tempList.Add(GO); } //if at any point can't find a lesser item in temp then return and add to the end of the list else if (FindObjDatePosition(details, str) == -1) { tempList.Add(GO); } //Found a position where found a lesser or equal item, inserts it and shifts the list along 1 else { int i = FindObjDatePosition(details, str); tempList.Insert(i, GO); } } clothesList = new List <GameObject>(tempList); } }
void UpdateDuckMats(int colour) { Material mat = duckYellow; switch (colour) { case (0): mat = duckYellow; break; case (1): mat = duckBlue; break; case (2): mat = duckRed; break; default: break; } foreach (GameObject GO in colourChangeObjects) { GO.GetComponent <Renderer> ().material = mat; } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Labels //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void UpdateLabels() { if (PlayerControlsInstance.m_uiPlayerScore != m_uiScore) { RunScorePopup(); m_uiScore = PlayerControlsInstance.m_uiPlayerScore; m_uiScoreCount.text = "Score: " + m_uiScore.ToString(); } if (m_fHealthPercentage != PlayerControlsInstance.m_fHealth && PlayerControlsInstance.m_fHealth > 0) { // Play Alarm if Low Health. Only Play Once if (PlayerControlsInstance.m_fHealth < 20f && m_fHealthPercentage >= 20f) { m_HealthAlarmSource.Play(); } // Back to Full Health after Dying? if (PlayerControlsInstance.m_fHealth > 99.9f) { foreach (GameObject GO in m_HealthObjects) { GO.GetComponent <Visuals>().Reset(); GO.GetComponent <Visuals>().m_eHealthVisState = Visuals.eHealthVis.FINE; } } m_uiHealthPercenatge.text = "Health: " + GetHealthColour() + ((int)m_fHealthPercentage).ToString() + "%"; } }
private GameObject GetClosestJoint(GameObject link) { GameObject closest = null; GameObject[] allObjects = FindObjectsOfType <GameObject>(); foreach (GameObject GO in allObjects) { if (GO.GetComponent <ObjectJoint>() != null && GO.activeInHierarchy) { if (closest == null) { closest = GO; } else { if (Vector3.Distance(link.transform.position, GO.transform.position) < Vector3.Distance(link.transform.position, closest.transform.position)) { closest = GO; } } } } return(closest); }
private GameObject GetClosestLink(GameObject joint) { GameObject closest = null; GameObject[] allObjects = FindObjectsOfType <GameObject>(); foreach (GameObject GO in allObjects) { if (GO.GetComponent <RobotLink>() != null) { if (closest == null) { closest = GO; } else { if (Vector3.Distance(joint.transform.position, GO.transform.position) < Vector3.Distance(joint.transform.position, closest.transform.position)) { closest = GO; } } } } return(closest); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); rbOriginalMass = rb.mass; col = GetComponent <CapsuleCollider>(); //GetComponent<LineRenderer>().enabled = false; // Hide "Scarf" currentSpeed = Speed; isAiming = false; // Search for all existing moveable and grapple objects and put them in a dictionary GameObject[] foundMoveableObjects = GameObject.FindGameObjectsWithTag("Moveable"); GameObject[] foundGrappleObjects = GameObject.FindGameObjectsWithTag("Grapple"); tkObjects = new Dictionary <GameObject, Material>(); foreach (GameObject MO in foundMoveableObjects) { tkObjects.Add(MO, MO.GetComponent <MeshRenderer>().material); } foreach (GameObject GO in foundGrappleObjects) { tkObjects.Add(GO, GO.GetComponent <MeshRenderer>().material); } Crosshairs.enabled = false; Cursor.visible = false; Cursor.lockState = CursorLockMode.Confined; distanceGround = GetComponent <CapsuleCollider>().bounds.extents.y; haveLetGoOfMouse = true; GrappleSpeed = 0.05f; stowedObject = false; spawnPosition = transform.position; }
void SendDataToPlayers() { string dataToSend = ""; foreach (GameObject[] GOarray in WallArray) { foreach (GameObject GO in GOarray) { WallScript ws = GO.GetComponent <WallScript>(); int r = ws.getRow(); int c = ws.getCol(); dataToSend += r + "," + c + "," + ws.GetHeight() + "|"; } dataToSend = dataToSend.Substring(0, dataToSend.Length - 1); //Debug.Log("Sending data: "+ dataToSend); networkView.RPC("setMaze", RPCMode.Others, dataToSend); dataToSend = ""; //Had to send the data at the end of every Row, turns out //that 4080 something characters was the maximum string allowed //to be sent through RPC calls. } networkView.RPC("setMaze", RPCMode.Others, "DONE"); }
private void OnSpawn(bool isFruit) { float x = Random.Range(-8.2f, 8.2f); float y = -5f; float z = tempZ; tempZ -= 2; if (tempZ <= -10) { tempZ = 0; } int index = Random.Range(0, fruits.Length); GameObject GO; if (isFruit) { GO = Instantiate(fruits[index], new Vector3(x, y, z), Quaternion.identity); } else { GO = Instantiate(boom, new Vector3(x, y, 0), Quaternion.identity); } Vector3 vel = new Vector3(-x * Random.Range(0.2f, 0.8f), -Physics.gravity.y * Random.Range(1, 1.4f), 0); rb = GO.GetComponent <Rigidbody>(); rb.velocity = vel; }
private void Start() { int i = 0; string PlayerName = "Player" + PlayerID.ToString() + "_Unit"; foreach (Transform k in transform) { GameObject GO; if (k.name == "UnitSlot") { GO = (GameObject)Instantiate(SlimePrefab, k.position, k.rotation); GO.GetComponent <SlimeBehaviour>().PlayerID = PlayerID; GO.GetComponent <SlimeBehaviour>().UnitID = PlayerName + i.ToString(); i++; } else { GO = (GameObject)Instantiate(Crystals[Random.Range(0, Crystals.Length)], k.position, k.rotation); } MyItems.Add(GO); GO.transform.parent = k; GO.transform.localScale = Vector3.one; } foreach (Transform k in GameObject.Find("Plansza").transform) { if ((PlayerID == 1 && k.position.z < -2.0f) || (PlayerID != 1 && k.position.z > 2.0f)) { MyNodes.Add(k.gameObject); } } OnEnable(); }
public override void Update(float time) { Vector2 velocity = Vector2.Zero; if (Input.GetKey(PressAction.DOWN, Keys.A)) { velocity = new Vector2(-1, 0); } if (Input.GetKey(PressAction.DOWN, Keys.D)) { velocity = new Vector2(+1, 0); } if (Input.GetKey(PressAction.DOWN, Keys.W)) { velocity = new Vector2(0, -1); } if (Input.GetKey(PressAction.DOWN, Keys.S)) { velocity = new Vector2(0, +1); } Camera.SetCameraTopLeft(GO.Pos - GO.Size / 2f - new Vector2(16, 9) / 2f); GO.Pos += velocity * time * speed; //shoot if (Input.GetKey(PressAction.PRESSED, Keys.Space)) { GO.GetComponent <CShoot>().Shoot(dir, new Vector2(0.2f, 0.2f)); } }
public void merge(ItemSpot is1, ItemSpot is2) { var i1 = is1.item; var i2 = is2.item; foreach (GameObject GO in allItems) { Item i = GO.GetComponent <Item>(); if ((i.child1Name == i1.name && i.child2Name == i2.name) || (i.child1Name == i2.name && i.child2Name == i1.name)) { GameObject g = Instantiate(GO);//TODO: handle weird unity naming convention (Clone) g.GetComponent <MeshRenderer>().enabled = false; g.GetComponent <MeshCollider>().enabled = false; g.name = GO.name; Debug.Log("Succesfully created " + i.name + " from " + i1.name + " and " + i2.name + ". Returning"); is2.fillItem(i); GameObject.FindObjectOfType <EQ>().refreshItemSpots(is1.item); is1.item = null; i.OnMerge.Invoke(); return; } } Debug.Log("Items " + i1.name + " and " + i2.name + " don't make anything. Returning"); }
public void Organise() { CollectChildren(); foreach (GameObject GO in Children) { if (GO.GetComponent <CellScript>() != null) { CellScript cs = GO.GetComponent <CellScript>(); //makes sure a mesh filter is connected if (cs.meshF == null) { cs.meshF = cs.transform.gameObject.GetComponent <MeshFilter>(); } //Sets the mesh if (cs.is_L_road) { cs.meshF.mesh = meshL; } else if (cs.is_T_road) { cs.meshF.mesh = meshT; } else if (cs.is_X_road) { cs.meshF.mesh = meshX; } else if (cs.is_Straight_road) { cs.meshF.mesh = meshStraight; } } } }
void OnChangeTurn() { foreach (GameObject GO in playersOnServer) { GO.GetComponent <PlayerBHV>().currentTurn = this.currentTurn; } }
public void NetowrkSpawn(GameObject Prefab, Vector3 pos) { GameObject GO; GO = PhotonNetwork.Instantiate(Prefab.name, pos, Quaternion.identity); GO.GetComponent <PhotonView>().RequestOwnership(); }
public void SearchRack() { print("Searching: " + searchInput.text.ToUpper()); searchField = searchInput.text.ToUpper(); tempList = new List <GameObject>(); ClothesDetails details; foreach (GameObject GO in displayList) { details = GO.GetComponent <ClothesDetails>(); if (details.getName().ToUpper().Contains(searchField) || details.getPrice().ToString().ToUpper().Contains(searchField) || details.getColour().ToUpper().Contains(searchField) || details.day.ToUpper().Contains(searchField) || details.month.ToUpper().Contains(searchField) || details.year.ToUpper().Contains(searchField)) { tempList.Add(GO); } else { string[] size = details.getSize(); for (int i = 0; i < size.Length; i++) { if (size[i].ToUpper().Contains(searchField) && tempList.Contains(GO) == false) { tempList.Add(GO); } } } } displayList = tempList; UpdateRack(); }
void Update() { if (reload <= 0) { float z = Random.Range(5.0f, 15.0f); float x = Random.Range(-0.57735f * z, 0.57735f * z); float y = -0.57735f * z * screenRatio - 0.5f; GameObject GO; if (readyToUse.Count == 0) { GO = (GameObject)Instantiate(bubble, new Vector3(x, y, z), Quaternion.identity); } else { GO = readyToUse[0]; GO.transform.position = new Vector3(x, y, z); GO.GetComponent <BubbleMovement>().enabled = true; readyToUse.RemoveAt(0); } float r = Random.Range(0.0f, 1.0f); float g = Random.Range(0.0f, 1.0f); float b = Random.Range(0.0f, 1.0f); Vector3 color = new Vector3(r, g, b); color.Normalize(); color /= Mathf.Max(color.x, color.y, color.z); GO.GetComponent <Renderer>().material.color = new Color(color.x, color.y, color.z); reload = interval; } else { reload -= Time.deltaTime; } }
public bool GenerateCylinder(GameObject GO) { if (!GO) { GO = new GameObject(); Cylinder_MeshFilter = GO.AddComponent <MeshFilter>(); Cylinder_Mesh = Cylinder_MeshFilter.mesh; MeshRenderer MyMeshRenderer = GO.AddComponent <MeshRenderer>(); //need to set the material up top MyMeshRenderer.material = planetMaterial; GO.transform.localScale = new Vector3(1, 1, 1); } else { Cylinder_MeshFilter = GO.GetComponent <MeshFilter>(); if (Cylinder_MeshFilter) { Cylinder_Mesh = Cylinder_MeshFilter.mesh; } } if (Cylinder_MeshFilter && Cylinder_Mesh) { Cylinder_MakingVertices(1, iter, leng, 0.5f, 0.1f); } CustomMessage = ""; return(true); }
private void ProcessStimBuffer() { TargetTrackingManager TM; foreach (GameObject GO in registrants) { TM = GO.GetComponent <TargetTrackingManager>(); foreach (Stimulus stim in stimBuffer) { if (stim.m_type == Stimulus.StimulusTypes.AudioMovement) { float range = Mathf.Abs((stim.m_location - GO.transform.position).magnitude); if (range < stim.m_Radius)// if the simulus is in range of the AI accept the stimulus { TM.AcceptFilteredStimulus(stim); } } if (stim.m_type == Stimulus.StimulusTypes.VisualCanSee) { TM.AcceptFilteredStimulus(stim);// if the AI can see the enemy the accept the stimulus } } } stimBuffer.Clear();// clear the stimulation list }
private void Check(SearchMethod Mode = SearchMethod.Static) { if (LP != DaCamera.transform.position || LR != DaCamera.transform.rotation) { LP = DaCamera.transform.position; LR = DaCamera.transform.rotation; if (Mode == SearchMethod.Normal) { Populate(ControlTag); } VisibleObjects = 0; foreach (GameObject GO in SFCO) { Plane[] planes = GeometryUtility.CalculateFrustumPlanes(DaCamera); OS = GeometryUtility.TestPlanesAABB(planes, GO.GetComponent <Renderer>().bounds); VisibleObjects += OS ? 1 : 0; if (GO.GetComponent <Renderer>().enabled != OS) { GO.GetComponent <Renderer>().enabled = OS; } } } }
void Awake() { FlowSpeed *= -1.0f; for (int i = 0; i < NumberOfObject; i++) { float dx = Random.Range(-30.0f, 0.0f); GameObject GO; if (dx < -15.0f) { GO = (GameObject)Instantiate(ObiectList[Random.Range(0, ObiectList.Length)], new Vector3(dx, 0.0f, Random.Range(-30.0f - dx, 30.0f + dx)), Quaternion.Euler(Random.Range(-90.0f, 90.0f), Random.Range(-90.0f, 90.0f), Random.Range(-90.0f, 90.0f))); } else { GO = (GameObject)Instantiate(ObiectList[Random.Range(0, ObiectList.Length)], new Vector3(dx, 0.0f, Random.Range(dx, -dx)), Quaternion.Euler(Random.Range(-90.0f, 90.0f), Random.Range(-90.0f, 90.0f), Random.Range(-90.0f, 90.0f))); } ActiveObject.Add(GO); GO.GetComponent <FlowObject>().Translation = (GO.transform.position.normalized); GO.transform.parent = this.transform; } DistanceBetween = 18.0f / (NumberOfObject * 1.1213f); for (int i = 1; i < Mathf.CeilToInt(1.1213f * NumberOfObject) + 1; i++) { GameObject GO = (GameObject)Instantiate(ObiectList[Random.Range(0, ObiectList.Length)], new Vector3(-2.5f, i * DistanceBetween, Random.Range(-2.0f, 2.0f)), Quaternion.Euler(Random.Range(-90.0f, 90.0f), Random.Range(-90.0f, 90.0f), Random.Range(-90.0f, 90.0f))); ActiveObject.Add(GO); GO.GetComponent <FlowObject>().Translation = new Vector3(0.0f, FlowSpeed, 0.0f); GO.transform.parent = this.transform; } }
//------------------------- void OnDestroy() { --Coin.CoinCount; //Check remaining coins if (Coin.CoinCount <= 0) { Debug.Log("kolikot kerätty"); SuccessText.enabled = true; //Game is won. Collected all coins //Destroy Timer and launch fireworks GameObject Timer = GameObject.Find("TimerScreen"); Destroy(Timer); Instantiate(FireWorks, transform.position, Quaternion.Euler(-90, 0, 0)); GameObject[] FireworkSystems = GameObject.FindGameObjectsWithTag("Fireworks"); if (FireworkSystems.Length <= 0) { return; } foreach (GameObject GO in FireworkSystems) { GO.GetComponent <ParticleSystem>().Play(); } } }
void restartLevel() { foreach (GameObject GO in Resources.FindObjectsOfTypeAll(typeof(GameObject))) { if (GO.tag == "floor") { GO.SetActive(GO.GetComponent <floorTileScript>().activeAtStart); } } foreach (GameObject button in GameObject.FindGameObjectsWithTag("button")) { foreach (GameObject feature in button.GetComponent <buttonScript>().connectedFeatures) { if (feature.gameObject.tag == "floor") { feature.SetActive(feature.GetComponent <floorTileScript> ().activeAtStart); } else { feature.SetActive(feature.GetComponent <pressurePlate> ().activeAtStart); } } } transform.position = spawnPoint.transform.position; }
void nextSwingInit() { gravityTriggers = GameObject.FindGameObjectsWithTag("gravityTrigger"); //flip custom gravity zones & switches back to initial state foreach (GameObject GO in gravityTriggers) { GO.GetComponent <flipGravScript>().flip(GO.GetComponent <flipGravScript>().previousPosition); } /*//find what the f**k an up is * if (inCustomGravity) * { * qTo = Quaternion.LookRotation(SwingVector, -CustomGravityVector); * } * else * { * if (FindClosestGravityObject() != null) * { * qTo = Quaternion.LookRotation(SwingVector, (transform.position - FindClosestGravityObject().transform.position)); * } * } * //face.. forward * transform.rotation = qTo; * //move that way * transform.position += transform.up.normalized * 0.01f;*/ mode = "start"; }
float CostEstimater(GameObject[] inputs, float count) { float estimatedCost = 0; int ctr = 0; foreach (GameObject item in inputs) { if (item.GetComponent <RawMaterial>()) { estimatedCost += item.GetComponent <RawMaterial>().Price *count; } else { GameObject[] inputsOfMaterial = item.GetComponent <MealMaterial>().Inputs; float inputCnt = item.GetComponent <MealMaterial>().InputCount[ctr]; foreach (GameObject GO in inputsOfMaterial) { if (GO.GetComponent <RawMaterial>()) { estimatedCost += GO.GetComponent <RawMaterial>().Price *inputCnt *count; } else { GameObject[] inputsOfMaterialOFMaterial = GO.GetComponent <MealMaterial>().Inputs; foreach (GameObject GOO in inputsOfMaterialOFMaterial) { estimatedCost += CostEstimater(inputsOfMaterialOFMaterial, inputCnt); } } } } ctr++; } return(estimatedCost); }