Esempio n. 1
0
    public void SetTarget(GameObject obj)
    {
        if (obj != AI_LastTarget && obj.GetComponent <BlockFaceMain> () != null)
        {
            BlockFaceMain bf = obj.GetComponent <BlockFaceMain> ();
            if (bf != null)
            {
                switch (bf.ChangeDirection.ToLower())
                {
                case "left":
                    Direction = Vector3.left;
                    break;

                case "right":
                    Direction = Vector3.right;
                    break;

                case "forward":
                    Direction = Vector3.forward;
                    break;

                case "back":
                case "backwards":
                    Direction = Vector3.back;
                    break;
                }
            }

            if (Direction == Vector3.right || Direction == Vector3.left)
            {
                obj.GetComponent <BlockFaceMain>().ChangeFix(true);
            }
            else
            {
                obj.GetComponent <BlockFaceMain>().ChangeFix(false);
            }

            customGravity.Target = obj;
            if (AI_LastTarget != null)
            {
                AI_LastTarget.GetComponent <BlockFaceMain>().targeted = false;
            }
            bf.targeted   = true;
            AI_LastTarget = obj;
        }
        else
        {
            if (obj.GetComponent <DoorBehavior>() != null)
            {
                if (Item.item == false)
                {
                    ReverseDirection();
                }
                else
                {
                    Application.LoadLevel("Menu");
                }
            }
        }
    }
Esempio n. 2
0
    public void SetTarget(GameObject obj)
    {
        if (obj != AI_LastTarget && obj.GetComponent <BlockFaceMain>() != null)
        {
            BlockFaceMain bf = obj.GetComponent <BlockFaceMain>();
            if (bf != null)
            {
                if (AI_LastTarget != null)
                {
                    AI_LastTarget.GetComponent <BlockFaceMain>().ChangeDirection = backupDirection;
                }
                backupDirection = bf.ChangeDirection;

                bf.ChangeCustom(directions[actualDirection]);
                if (actualDirection < directions.Length - 1)
                {
                    actualDirection++;
                }
                else
                {
                    actualDirection = 0;
                }
                switch (bf.ChangeDirection.ToLower())
                {
                case "left":
                    Direction = Vector3.left;
                    break;

                case "right":
                    Direction = Vector3.right;
                    break;

                case "forward":
                case "up":
                    Direction = Vector3.forward;
                    break;

                case "back":
                case "down":
                case "backwards":
                    Direction = Vector3.back;
                    break;
                }
            }
            if (Direction == Vector3.right || Direction == Vector3.left)
            {
                obj.GetComponent <BlockFaceMain>().ChangeFix(true);
            }
            else
            {
                obj.GetComponent <BlockFaceMain>().ChangeFix(false);
            }

            customGravity.Target = obj;
            if (AI_LastTarget != null)
            {
                AI_LastTarget.GetComponent <BlockFaceMain>().targeted = false;
            }
            AI_LastTarget = obj;
            bf.targeted   = true;
        }
    }