// Use this for initialization void Start () { unitPhysics = GetComponent<Unit_Physics>(); sprite = transform.Find("Sprite"); anim = sprite.GetComponent<Animator>(); }
// Use this for initialization void Start() { unitPhysics = GetComponent <Unit_Physics>(); sprite = transform.Find("Sprite"); anim = sprite.GetComponent <Animator>(); }
void Awake() { //oldTargetPos = target.position; //PathRequestManager.RequestPath(transform.position,oldTargetPos, OnPathFound); unitPhysics = GetComponent <Unit_Physics>(); instance = this; }
void Awake() { //oldTargetPos = target.position; //PathRequestManager.RequestPath(transform.position,oldTargetPos, OnPathFound); unitPhysics = GetComponent<Unit_Physics>(); instance = this; }
// Use this for initialization void Start () { myTransform = transform; myCollider = GetComponent<CircleCollider2D>(); friendlyUnitLayer = (1 << LayerMask.NameToLayer("Friendly Units")); enemyUnitLayer = (1 << LayerMask.NameToLayer("Enemy Units")); allUnitLayers = friendlyUnitLayer | enemyUnitLayer; unitPhysics = GetComponent<Unit_Physics>(); }
// Use this for initialization void Start() { myTransform = transform; myCollider = GetComponent <CircleCollider2D>(); friendlyUnitLayer = (1 << LayerMask.NameToLayer("Friendly Units")); enemyUnitLayer = (1 << LayerMask.NameToLayer("Enemy Units")); allUnitLayers = friendlyUnitLayer | enemyUnitLayer; unitPhysics = GetComponent <Unit_Physics>(); }
// Update is called once per frame void FixedUpdate() { Vector2 myTransPos2D = myTransform.position; //get touching units Collider2D[] pushColliders = Physics2D.OverlapCircleAll(myTransPos2D, pushRadius, allUnitLayers); foreach (Collider2D tCollider in pushColliders) { if (tCollider == myCollider) { continue; } Transform tTransform = tCollider.transform; Unit_Physics tPhysics = tTransform.GetComponent <Unit_Physics>(); if (tPhysics.MoveVelocity == Vector2.zero) { Vector2 tTransPos2D = tTransform.position; Vector2 pushNorm = Vector2.up; //assign some default value if (myTransPos2D == tTransPos2D) { //use random push vector pushNorm = Random.insideUnitCircle.normalized; } else { //push other units away from self pushNorm = (tTransPos2D - myTransPos2D).normalized; } Vector2 pushVelocity = pushNorm * pushSpeed; tPhysics.PushVelocity = pushVelocity; } } }
// Use this for initialization void Start() { unitPhysics = GetComponent <Unit_Physics>(); }
// Use this for initialization void Start () { unitPhysics = GetComponent<Unit_Physics>(); }