void Start()
 {
     node            = GetComponent <Node>();
     accessibleNodes = GetComponent <AccessibleNodes>();
     movementSpeed   = 5.0f;
     isWaiting       = true;
 }
    void ReAdjustNodes()
    {
        foreach (var connectingNode in accessibleNodes.connectingNodes)
        {
            AccessibleNodes accNodes = connectingNode.transform.GetComponent <AccessibleNodes>();
            for (int i = 0; i < accNodes.connectingNodes.Count; i++)
            {
                accNodes.connectingNodes.Remove(transform.GetComponent <Node>());
            }
        }
        accessibleNodes.CalculateConnectingNodes();

        foreach (var connectingNode in accessibleNodes.connectingNodes)
        {
            connectingNode.transform.GetComponent <AccessibleNodes>().connectingNodes.Add(transform.GetComponent <Node>());
        }
    }
Esempio n. 3
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    void Start()
    {
        node            = GetComponent <Node>();
        accessibleNodes = GetComponent <AccessibleNodes>();
        deselectObject  = true;

        GameObject[] playerObjects = GameObject.FindGameObjectsWithTag("Player");

        players = new List <PlayerMovement>();
        foreach (var item in playerObjects)
        {
            players.Add(item.GetComponent <PlayerMovement>());
        }

        if (polarity)
        {
            movementSpeed *= -1.0f;
        }
    }
 void Start()
 {
     node            = GetComponent <Node>();
     accessibleNodes = GetComponent <AccessibleNodes>();
 }