public static gameObjectSimulator gameObjectToSimulator(GameObject go) { saveMe savME = go.GetComponent <saveMe>(); if (savME != null) { gameObjectSimulator goS = new gameObjectSimulator(); goS.position = go.transform.position; goS.rotation = go.transform.rotation; goS.scale = go.transform.localScale; goS.objectName = go.name; goS.objectType = go.GetType().ToString(); // get scipts attached to the object... lolnope :*( /*foreach (var component in go.GetComponents<Component>()) { * if (savME.scriptAllowed(component.ToString())) { * goS.subScripts.Add(component); * } * }*/ return(goS); } return(null); }
// Use this for initialization void Start() { HP = maxHP; //initialize HP to start at Max HP storeMat = enemyMat.renderer.material; //Store the default enemy mate for later targetLocked = false; Vector3 myTarget = Vector3.zero; attackReady = true; reloadArrow = false; targetPrimary = saveMe.gameObject.GetComponent<saveMe>(); }
// Use this for initialization void Start() { playerPositions = new Vector3[gameMaster.getPlayers.Length]; //used to for calculating enemy targets myTargetDistances = new float[gameMaster.getPlayers.Length]; //distance to each target HP = maxHP; //initialize HP to start at Max HP storeMat = enemyMat.renderer.material; //Store the default enemy mate for later targetLocked = false; attackReady = true; attacking = false; reloadArrow = false; attackDone = false; startAttacking = false; refreshTarget = true; triggerRefresh = false; storeNormal = Vector3.zero; imDeflected = false; cancelAttack = false; //Store reference to walkerScript if (walkerObjects) { checkWalker = walkerObjects.GetComponent<saveMe>(); } }