Exemple #1
0
    }                                   //this exists so the designers can see the enable/disable checkbox

    public void UpdateAim()
    {
        if (!enabled)
        {
            return;
        }

        if (IgnoreCollisions.Count > 0)
        {
            RaycastHit[] hits = Physics.RaycastAll(transform.position, transform.forward, Range, AimMask);
            lastHit = new RaycastHit();

            if (hits.Length > 0)
            {
                foreach (RaycastHit hit in hits)
                {
                    if (!IgnoreCollisions.Contains(hit.collider.attachedRigidbody) && (lastHit.collider == null || lastHit.distance > hit.distance))
                    {
                        lastHit = hit;
                    }
                }
            }
        }
        else
        {
            Physics.Raycast(transform.position, transform.forward, out lastHit, Range, AimMask);
        }

        if (ValidLastHit)
        {
            OnAimHitObject.Invoke(ForwardHitPoint);
        }
        OnNewAim.Invoke(ForwardHitPoint);
    }
Exemple #2
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    public void StartEffect(Transform _otherOccupier)
    {
        waypointsController = ball.GetComponent <WaypointsController>();

        ignoreCollisionsBall = ball.GetComponent <IgnoreCollisions>();
        ConnectionEffect otherConnectionEffect = _otherOccupier.GetComponent <ConnectionEffect>();

        connectionActive = true;

        if (!otherConnectionEffect.connectionActive)
        {
            otherConnectionEffect.StartEffect(transform);
        }

        ignoreCollisionsBall.AddActiveCollision(otherConnectionEffect.Ball.GetComponent <Collider>());
        ignoreCollisionsBall.RemoveActiveCollision(myHead.GetComponent <Collider>());

        ball.GetComponent <RandomDirectionPush>().Executing = false;

        ball.GetComponent <ControlledBounce>().ControlBounce = false;

        //only spawn the waypoints if i am a student
        if (isStudent)
        {
            SpawnWayPoints(_otherOccupier);
        }
    }
Exemple #3
0
    void Start()
    {
        // Find the burger from the previous scene
        burger = GameObject.Find("CreatedBurger");

        GameObject newBurger = new GameObject("CreatedBurger");

        DontDestroyOnLoad(newBurger);
        newBurger.transform.position = burger.GetComponent <Rigidbody2D>().worldCenterOfMass;

        newBurger.AddComponent <Rigidbody2D>();
        var koigfdsg = newBurger.AddComponent <RecipeHolder>();

        koigfdsg.recipe = burger.GetComponent <RecipeHolder>().recipe;

        List <Transform> children = new List <Transform>();

        foreach (Transform child in burger.transform)
        {
            children.Add(child.transform);
        }

        foreach (Transform child in children)
        {
            child.SetParent(newBurger.transform);
        }

        Destroy(burger);

        // Scale down the burger
        newBurger.transform.localScale = new Vector3(0.55f, 0.55f, 0.55f);

        // Get list with player's collider so we can ignore collision between player and burger part
        var lista = new List <Collider2D>()
        {
            player.GetComponent <Collider2D>()
        };

        foreach (Transform child in newBurger.transform)
        {
            // Remove sound and add material to burger part
            child.GetComponent <BurgerIngredient>().PlaySounds = false;
            child.GetComponent <SpriteRenderer>().material     = spriteMaterial;

            // Add IgnoreCollision script to our burger part
            IgnoreCollisions script = child.gameObject.AddComponent <IgnoreCollisions>();

            // Remove player and burger part collision
            script.RemoveCollisions(lista);

            // Add the ingredients into this burgers recipe
            ingredients.Add(child.GetComponent <BurgerIngredient>().GetIngredient());
        }

        // Change burger gravity
        newBurger.GetComponent <Rigidbody2D>().gravityScale = 0.4f;


        // Lets create a component for the burger, that carries the data over to 'review' scene
        BurgerOrder bo = newBurger.AddComponent <BurgerOrder>();

        // We need to get some ignores so we can exclude plate and the initial table from dirtiness meter
        bo.plates = colliderIgnores;

        bo.burger = ingredients;

        // Not sure what these are
        IgnoreCollisions ic = newBurger.AddComponent <IgnoreCollisions>();

        ic.colliders.Add(player.GetComponent <Collider2D>());

        // Move the burger to the spawn location
        newBurger.transform.position = this.transform.position;
    }