Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        bh = GetComponent <BodyHashes>();

        // TODO get and assign GameObjects
        bodyObjects  = new GameObject[4];
        activeBodies = new bool[4] {
            true, false, false, false
        };
        storedBodies = new bool[4] {
            true, false, false, false
        };

        currentIndex = 0;
        // Find player and set it as first active Body
        currentBody = GameObject.FindGameObjectWithTag("Player");
        mixer       = currentBody.GetComponent <BodyMixer>();

        cyan.SetActive(false);
        magenta.SetActive(false);
        yellow.SetActive(false);

        bodyObjects[0] = currentBody;
        bodyObjects[1] = cyan;
        bodyObjects[2] = magenta;
        bodyObjects[3] = yellow;

        ui = FindObjectOfType <UIManager>();

        camControl = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraController>();
        //camControl.setCameraOnPlayer(currentBody);
    }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        absorbing   = false;
        targets     = new List <GameObject>();
        mixer       = GetComponentInParent <BodyMixer>();
        bodyManager = FindObjectOfType <BodyManager>();

        if (bodyManager == null)
        {
            Debug.Log("Body Manger is not found");
        }
    }
Esempio n. 3
0
    void OnTriggerEnter2D(Collider2D other)
    {
        player = other.gameObject;

        // check if collider is player & not a clone
        if (gameObject.GetComponent <BoxCollider2D>().enabled == true)
        {
            if (player.tag == "Player" && LayerMask.LayerToName(player.layer) != "Clone")
            {
                mixer = player.GetComponentInParent <BodyMixer>();
                mixer.takeColor(fountainColorCode);
                int arrIndex = mixer.calculateArrayIndex(fountainColorCode);
                bodyManager.StoreClone(arrIndex);
                ui.uiCollectColor(fountainColorCode);
                setFountainInactive();
            }
        }
    }