private void SetFruitsList() { if (Fruits.Count == 0) { return; } // Fruits to collect: _fruits = new List <GameObject>(); for (int i = 0; i < Fruits[currentFruitList].transform.childCount; i++) { GameObject child = Fruits[currentFruitList].transform.GetChild(i).gameObject; MazeArrow mazeArrow = child.gameObject.GetComponent <MazeArrow>(); mazeArrow.Reset(); if (i == 0) { mazeArrow.HighlightAsLaunchPosition(); } _fruits.Add(child); } foreach (GameObject fruit in _fruits) { fruit.GetComponent <BoxCollider>().enabled = true; } currentFruitIndex = 1; }
public void NotifyFruitGotMouseOver(MazeArrow fruit) { if (isDrawing && fruit.gameObject != mazeCharacter._fruits[0]) { fruit.HighlightAsReached(); } }
public void CreateFruits(List <GameObject> fruitsLists) { foreach (GameObject fruitsList in fruitsLists) { for (int i = 0; i < fruitsList.transform.childCount; i++) { Transform child = fruitsList.transform.GetChild(i); MazeArrow arrow = child.gameObject.AddComponent <MazeArrow>(); child.gameObject.name = "fruit_" + (i); arrow.arrowOrDotMesh = i != 0 ? child.GetComponent <MeshRenderer>() : child.Find("Dot").GetComponent <MeshRenderer>(); } } Fruits = fruitsLists; }
public void OnFruitGotDrawnOver(MazeArrow mazeArrow) { currentMazeLetter.NotifyFruitGotMouseOver(mazeArrow); }