public void SetUIMarker(GameObject contractObjective) { GameObject oMarker = player.ObjectiveMarker; if (!oMarker.activeSelf) { oMarker.SetActive(true); } UIMarker markerScript = oMarker.GetComponent <UIMarker> (); markerScript.AddToTargetStack(contractObjective); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); rb.isKinematic = true; life = startLife; // setup ui marker uiMarker = GetComponent <UIMarker>(); if (uiMarker == null) { useUiMarker = false; } maxTurningAngle = speed * turningStrength; // Needs to be consistent spin, but less variation, then can tweak accuracythreshold etc. // so values 2-4 instead of 1-5? zSpin = Random.Range(randomZRotMin, randomZRotMax); //spinVector = new Vector3 (Random.Range(-randomXYRot, randomXYRot), Random.Range(-randomXYRot, randomXYRot), 0f); spinVector = new Vector3(Random.Range(-randomXYRot, randomXYRot), Random.Range(-randomXYRot, randomXYRot), zSpin); }
private void LateUpdate() { markers = markers.OrderByDescending(x => x.distance).ToList(); UIMarker selectedMarker = null; for (int i = 0; i < markers.Count; i++) { if (markers[i]) { markers[i].transform.SetSiblingIndex(i); if (markers[i].IsSelected) { selectedMarker = markers[i]; } } } if (selectedMarker != null) { selectedMarker.transform.SetAsLastSibling(); } }