Inheritance: MonoBehaviour
	// Use this for initialization
	void Start () 
	{
		unitPhysics = GetComponent<Unit_Physics>();

		sprite = transform.Find("Sprite");
		anim = sprite.GetComponent<Animator>();
	}
Exemple #2
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    // 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>();
	}
Exemple #6
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 // 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>();
 }
Exemple #7
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    // 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>();
	}