private float maxRaycastHitDistance; //Max distance a Raycast will hit void Start() { cam = Camera.main; maxRaycastHitDistance = 100; playerScripts = player.transform.Find("Scripts").gameObject; clickToMove = playerScripts.GetComponent(typeof(ClickToMove)) as ClickToMove; }
private void Start() { playersInObstructionAtStart = new List <GameObject>(); playersToRemove = new List <GameObject>(); spawnAndTrackItemsScript = FindObjectOfType <SpawnAndTrackItems>(); clickToMoveScript = FindObjectOfType <ClickToMove>(); playersInBox = new List <GameObject>(); obstructionCollider = gameObject.GetComponent <Collider>(); colliderWidthAndLength = obstructionCollider.bounds.size.x; colliderHeight = obstructionCollider.bounds.size.y; colliderHalfExtents = new Vector3(colliderWidthAndLength, colliderHeight, colliderWidthAndLength) / 2; Collider[] insideAtStart = Physics.OverlapBox(transform.position, colliderHalfExtents, Quaternion.identity); /** * For every player that is in the obstruction on instantiation, add them to a List to allow them to walk through the obstruction temporarily. * */ foreach (var collider in insideAtStart) { //add one collider per player if (collider.gameObject.tag.Equals("Player") && !collider.isTrigger) { playersInObstructionAtStart.Add(collider.gameObject); } } }
public IEnumerator BossScene() { mob.canMove = false; GameObject cam = GameObject.Find("Main Camera"); GameObject player = GameObject.Find("Player"); CameraController.getInstance.StopFollow(); ClickToMove move = player.GetComponentInChildren <ClickToMove>(); move.enabled = false; Vector3 pos = cam.transform.position; Quaternion rot = cam.transform.rotation; cam.transform.position = target.transform.position; cam.transform.rotation = target.transform.rotation; float t = 0f; Invoke("PlayParticle", .2f); Invoke("SpawnBoss", .7f); while (true) { t += Time.deltaTime; if (t > 4) { cam.transform.position = pos; cam.transform.rotation = rot; cam.GetComponent <CameraController> ().enabled = true; move.enabled = true; CameraController.getInstance.Reset(); mob.canMove = true; break; } yield return(null); } }
void Awake() { MainCamera.enabled = true; CookingCamera.enabled = false; target = GameObject.FindGameObjectWithTag("Player"); flag = 1; moveScript = (ClickToMove)FindObjectOfType(typeof(ClickToMove)); }
// Use this for initialization void Start () { this.character = GameObject.FindGameObjectWithTag ("Player"); this.cm = this.character.GetComponent<ClickToMove> (); this.cm2 = this.character.GetComponent<ClickToMove_lvl2> (); this.music = GameObject.FindGameObjectWithTag("music_engine").GetComponent<Music_Engine_Script> (); destroy = false; this.sphere.SetActive(false); }
// Start is called before the first frame update void Start() { myPlayer = GetComponent <NavMeshAgent>(); control = GetComponent <ClickToMove>(); visual = GetComponentInChildren <SkinnedMeshRenderer>(); stepAudio = GetComponentInChildren <AudioSource>(); footsteps = GetComponentInChildren <FootSteps>(); }
// Use this for initialization void Start() { m_Agent = GetComponent <NavMeshAgent>(); // nav mesh agent m_Capsule = GetComponent <CapsuleCollider>(); //collision m_Player = GameObject.FindGameObjectWithTag("Player"); // player m_PlayerMoveScript = m_Player.GetComponent <ClickToMove>(); // player move script highlightCircle = GameObject.FindGameObjectWithTag("Highlight"); //highlight game object hoverScript = highlightCircle.GetComponent <Hover>(); //highlight script }
/// <summary>Draw the current click to move target.</summary> /// <param name="spriteBatch">The sprite batch being drawn.</param> public static void DrawClickToMoveTarget(SpriteBatch spriteBatch) { ClickToMove clickToMove = ClickToMoveManager.GetOrCreate(Game1.currentLocation); // Draw click to move target. if (clickToMove.TargetNpc is null && (Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 && Game1.gameMode == Game1.playingGameMode && !Game1.freezeControls && !Game1.panMode && !Game1.HostPaused) { if (Game1.activeClickableMenu is not null && clickToMove.ClickedTile.X != -1) { clickToMove.Reset(); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Mouse0)) { ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, Mathf.Infinity, clickableLayer)) { ClickToMove clickedOn = hit.collider.GetComponent <ClickToMove>(); //if (clickedOn.selected == false) //{ selectedObjects.Add(hit.collider.gameObject); lastSelected = hit.collider.gameObject; clickedOn.selected = true; //Multi-select if (Input.GetKey("left shift")) { selectedObjects.Add(hit.collider.gameObject); clickedOn.selected = true; } else { // Select a single object and deselect others foreach (var obj in selectedObjects) { if (!obj.Equals(lastSelected)) { obj.GetComponent <ClickToMove>().selected = false; } } selectedObjects.Clear(); selectedObjects.Add(lastSelected); } //} //else //{ // selectedObjects.Add(hit.collider.gameObject); // lastSelected = hit.collider.gameObject; // clickedOn.selected = true; //} //If you have multiple units selected deselect a single unit that has been clicked on if (clickedOn.selected == true && Input.GetKey("left ctrl")) { selectedObjects.Remove(hit.collider.gameObject); clickedOn.selected = false; } } DeselectOnGroundClick(); } }
// Use this for initialization void Start () { // this.fireball = Resources.Load<GameObject>("Prefabs/Character_Skills/Fireball_Skill"); this.warrior_aura = Resources.Load<GameObject>("Prefabs/Character_Skills/Warrior_Aura1"); this.dagger_shot = Resources.Load<GameObject>("Prefabs/Character_Skills/Daga_skill/Daga_skill"); this.player = GameObject.FindGameObjectWithTag("Player"); this.cs = this.player.GetComponent<CharacterScript> (); this.cm = this.player.GetComponent<ClickToMove> (); this.cm2 = this.player.GetComponent<ClickToMove_lvl2> (); effect = false; actual_time = Time.time; }
void Update() { if (SelectThisUnit == true) { ClickToMove component = thisUnit.GetComponent <ClickToMove> (); component.enabled = true; thisUnit.transform.GetChild(0).gameObject.SetActive(true); } if (SelectThisUnit == false) { ClickToMove component = thisUnit.GetComponent <ClickToMove> (); component.enabled = false; thisUnit.transform.GetChild(0).gameObject.SetActive(false); } }
void Start() { // Player movement scripts click = player.GetComponent <ClickToMove>(); directional = player.GetComponent <DirectionalMove>(); firstPerson = player.GetComponent <FirstPersonMove>(); // Camera movement scripts topDown = cam.GetComponent <CameraTopDown>(); topDownPan = cam.GetComponent <CameraTopDownPan>(); fps = cam.GetComponent <CameraFirstPerson>(); // Set variables for initial camera position and rotation camPos = cam.transform.position; camRot = cam.transform.rotation; }
/// <summary> /// Adds the <see cref="GameLocation" /> and associated <see cref="ClickToMove" /> object /// if the game location doesn't exist, or updates the associated object if it does exist. /// </summary> /// <param name="location"><see cref="GameLocation" /> to add or update. If it's null, nothing is done.</param> /// <param name="clickToMove"><see cref="ClickToMove" /> object to associate with the game location.</param> public static void AddOrUpdate(GameLocation location, ClickToMove clickToMove) { if (location is not null) { // If we found the key we should just update, if no we should create a new entry. if (ClickToMoveManager.GameLocations.TryGetValue(location, out ClickToMove _)) { ClickToMoveManager.GameLocations.Remove(location); ClickToMoveManager.GameLocations.Add(location, clickToMove); } else { ClickToMoveManager.GameLocations.Add(location, clickToMove); } } }
IEnumerator movePath() { do { for (int i = (MoveList.Count - 1); i >= 0; i--) { Debug.Log("Walk to " + MoveList[i].getX() + " ," + MoveList[i].getY()); yield return(StartCoroutine(movingObj(new Vector3(MoveList[i].getX(), MoveList[i].getY(), 0)))); } } while (hold.transform.position != newLocation && isMoving); isMoving = false; selected = false; ClickToMove ctm = (ClickToMove)hold.GetComponent("ClickToMove"); ctm.changeColor(selected); hold.transform.position = newLocation; Debug.Log("Reached End"); }
// Use this for initialization void Start () { this.character = GameObject.FindGameObjectWithTag ("Player"); this.cs = this.character.GetComponent<CharacterScript> (); this.cm = this.character.GetComponent<ClickToMove> (); //this.cm2 = this.character.GetComponent<ClickToMove_lvl2> (); // ADD TEXTURES this.actionBarTexture = Resources.Load<Texture2D>("ActionBar/actionbar"); this.fireballTexture = Resources.Load<Texture2D>("ActionBar/skill_fireball"); this.reloadFireballTexture = Resources.Load<Texture2D>("ActionBar/reload_fireball"); this.PowerKnifeTexture = Resources.Load<Texture2D>("ActionBar/skill_powerKnife"); this.reloadPowerKnifeTexture = Resources.Load<Texture2D>("ActionBar/reload_powerKnife"); this.DarkAuraTexture = Resources.Load<Texture2D>("ActionBar/skill_aura"); this.reloadDarkAuraTexture = Resources.Load<Texture2D>("ActionBar/reload_aura"); this.attackIconTexture = Resources.Load<Texture2D>("ActionBar/icon_attack_v2"); this.runIconTexture = Resources.Load<Texture2D>("ActionBar/icon_run"); this.potionIconTexture = Resources.Load<Texture2D>("ActionBar/icon_elixir_v2"); this.inventoryIconTexture = Resources.Load<Texture2D>("ActionBar/icon_inventory_v2"); this.mapIconTexture = Resources.Load<Texture2D>("ActionBar/icon_map"); //Debug.Log (this.actionBarTexture.name); inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent<InventoryScript> (); //this.cs = GameObject.FindGameObjectWithTag ("Player").GetComponent<CharacterScript> (); this.text_style = new GUIStyle (); this.text_style.normal.textColor = Color.red; this.text_style.fontSize = 15; this.text_style.alignment = TextAnchor.UpperCenter ; this.text_style.wordWrap = true; disabledSkill1 = false; disabledSkill2 = false; disabledSkill3 = false; }
void Start() { // שיוך לקנבס של כל דמות MarioCanvas = Mario.GetComponentInChildren <Canvas>(); PacManCanvas = PacMan.GetComponentInChildren <Canvas>(); PikachuCanvas = Pikachu.GetComponentInChildren <Canvas>(); NurseCanvas = Nurse.GetComponentInChildren <Canvas>(); // שיוך לטקסט בקנבס של כל דמות MarioText = Mario.GetComponentInChildren <Text>(); PacManText = PacMan.GetComponentInChildren <Text>(); PikachuText = Pikachu.GetComponentInChildren <Text>(); NurseText = Nurse.GetComponentInChildren <Text>(); // שיוך לאנימטור של כל דמות MarioAnimator = Mario.GetComponentInChildren <Animator>(); PacManAnimator = PacMan.GetComponentInChildren <Animator>(); GhostAnimator = Ghost.GetComponentInChildren <Animator>(); PikachuAnimator = Pikachu.GetComponentInChildren <Animator>(); // של כל דמות NavMeshAgent שיוך ל PlayerAgent = GetComponent <NavMeshAgent>(); MarioAgent = Mario.GetComponent <NavMeshAgent>(); PacManAgent = PacMan.GetComponent <NavMeshAgent>(); PikachuAgent = Pikachu.GetComponent <NavMeshAgent>(); // של כל דמות NavMeshObstacle שיוך ל MarioNavMeshObstacle = Mario.GetComponent <NavMeshObstacle>(); PacManNavMeshObstacle = PacMan.GetComponentInChildren <NavMeshObstacle>(); PikachuNavMeshObstacle = Pikachu.GetComponent <NavMeshObstacle>(); // יחוס למחלקות אחרות CameraController = Camera.main.GetComponent <CameraController>(); ClickToMove = GetComponent <ClickToMove>(); PickDropObject = GetComponent <PickDropObject>(); RotateTo = GetComponent <RotateTo>(); // StartCoroutine(Test()); // הפעלת פונקציה לבדיקת המשחק }
private void OnEnable() { manage = GameObject.FindGameObjectWithTag("select").GetComponent <management>(); slider.maxValue = initial_life; myselect = null; GameObject[] select = GameObject.FindGameObjectsWithTag("select"); int i; for (i = 0; i < select.Length; i++) { if (select[i].layer == gameObject.layer) { myselect = select[i]; break; } } click = this.gameObject.GetComponent <ClickToMove>(); if (myselect && click) { myselect.GetComponent <Select>().alltanks.Add(click); } }
// Use this for initialization void Awake () { // --- LOAD RESOURCES TO CHARACTER --- this.prefab = Resources.Load<Transform>("Prefabs/MainCharacters/" + PlayerPrefs.GetString("Player")); Instantiate (prefab); this.character = GameObject.FindGameObjectWithTag ("Player"); this.invent = this.character.GetComponentInChildren <InventoryScript> (); this.map = GameObject.FindGameObjectWithTag ("Minimap").GetComponent<miniMapLv1> (); this.cm = this.character.GetComponent<ClickToMove> (); this.cs = this.character.GetComponent<CharacterScript> (); // Memory Card Save/Load data this.mc = GameObject.FindGameObjectWithTag ("MemoryCard").GetComponent<MemoryCard> (); this.save = this.mc.saveData(); this.load = this.mc.loadData(); time_play = this.load.loadTimePlayed (); this.npc_boss = GameObject.FindGameObjectWithTag("Boss"); this.npc_enemy = GameObject.FindGameObjectsWithTag("Enemy"); this.camera1 = GameObject.FindGameObjectWithTag ("MainCamera"); this.camera1.SetActive (true); this.camera2 = GameObject.FindGameObjectWithTag ("CameraGoal"); this.camera2.SetActive (false); this.music = GameObject.FindGameObjectWithTag ("music_engine").GetComponent<Music_Engine_Script> (); // --- LOAD RESOURCES TO MENU --- gui = new PauseMenuGUI (); gui.initResources (); this.c = this.ambientLight.light.color; pause = false; }
IEnumerator RoundStarting() { print("Round starting"); audioManager = FindObjectOfType <AudioManager>(); if (playIntro) { yield return(StartCoroutine(TutorialCoroutine())); } SpawnPlayer(); isPlayerDead = false; playerMove = FindObjectOfType <ClickToMove>(); if (playerMove == null) { Debug.LogError("playerMove is Null"); isPlayerDead = true; } // PlayBackgroundMusic(); // player.transform.position = playerInitialPosition.position; roundEnded = false; yield return(new WaitForSeconds(endWaitTime)); if (RoundStartedEvent != null) { RoundStartedEvent(); } }
// Use this for initialization void Start () { this.character = PlayerPrefs.GetString ("Player"); this.list_inventory = new List<Item>(); this.equip = new Item[5]; //"Weapon, Shield, Helmet, Armor, Boots" this.inventoryTexture = Resources.Load<Texture2D>("Inventory/Misc/inventory_" + this.character); this.map_lvl1 = GameObject.FindGameObjectWithTag ("Minimap").GetComponent<miniMapLv1> (); this.map_lvl2 = GameObject.FindGameObjectWithTag ("Minimap").GetComponent<miniMapLv2> (); //this.prueba = Resources.Load<Texture2D>("Inventory/Misc/slot"); this.cs = GameObject.FindGameObjectWithTag ("Player").GetComponent<CharacterScript> (); this.cm = GameObject.FindGameObjectWithTag ("Player").GetComponent<ClickToMove> (); this.cm2 = GameObject.FindGameObjectWithTag ("Player").GetComponent<ClickToMove_lvl2> (); // Memory Card Save/Load data this.mc = GameObject.FindGameObjectWithTag ("MemoryCard").GetComponent<MemoryCard> (); this.save = this.mc.saveData(); this.load = this.mc.loadData(); // STYLES TEXT this.attributes_style = new GUIStyle (); //this.text_style.font = Resources.Load<Font>("MainMenu/avqest"); this.attributes_style.fontStyle = FontStyle.Bold; this.attributes_style.normal.textColor = new Color (236f/255f,219f/255f,31f/255f); this.attributes_style.fontSize = 20; this.exp_style = new GUIStyle (); //this.text_style.font = Resources.Load<Font>("MainMenu/avqest"); this.exp_style.fontStyle = FontStyle.Bold; this.exp_style.normal.textColor = new Color (236f/255f,219f/255f,31f/255f); this.exp_style.fontSize = 17; this.level_style = new GUIStyle (); //this.text_style.font = Resources.Load<Font>("MainMenu/avqest"); this.level_style.fontStyle = FontStyle.Bold; this.level_style.normal.textColor = new Color (236f/255f,219f/255f,31f/255f); this.level_style.fontSize = 13; // CREATE INVENTORY this.resizeInventory (); this.createInventorySlot (); int num = this.load.loadNumItemsInventory (); if (num > 0) this.load.loadInventoryItems (num); this.equip = load.loadEquipItem (); }
// Use this for initialization void Awake() { clicktomove = GetComponent<ClickToMove>(); currentHealth = startingHealth; }
// Update is called once per frame void Update() { if (pointer.selectedObjets == null) { print("null"); return; } else { foreach (GameObject go in pointer.selectedObjets) { if (go.name == "worker(Clone)") { worker = go; // buildingsM.gameObject.SetActive(true); inBuilding = true; } } } Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // the ray follows the mousr Physics.Raycast(ray, out hit, Mathf.Infinity); // temp.z = 10f; // Set this to be the distance you want the object to be placed in front of the camera. if (Input.GetKeyDown(KeyCode.B) || canvasButton) { canvasButton = false; Build = false; // buildingsM.gameObject.SetActive(false); pos = Vector3.zero; } if ((Input.GetKeyDown(KeyCode.T) && inBuilding) || townhallFunc) { go1 = Instantiate(townHall) as GameObject; go1.transform.position = hit.point; PaintObjGreen(go1); townH = true; townhallFunc = false; } else if ((Input.GetKeyDown(KeyCode.F) && inBuilding) || forgeFunc) { go1 = Instantiate(Forge) as GameObject; go1.transform.position = hit.point; PaintObjGreen(go1); ForgeB = true; forgeFunc = false; } else if ((Input.GetKeyDown(KeyCode.U) && inBuilding) || barracksFunc) { go1 = Instantiate(Barracks) as GameObject; go1.transform.position = hit.point; PaintObjGreen(go1); BarracksB = true; barracksFunc = false; } else if ((Input.GetKeyDown(KeyCode.S) && inBuilding) || farmFunc) { go1 = Instantiate(Farm) as GameObject; go1.transform.position = hit.point; PaintObjGreen(go1); FarmB = true; farmFunc = false; } else if ((Input.GetKeyDown(KeyCode.H) && inBuilding) || stableFunc) { go1 = Instantiate(Stable) as GameObject; go1.transform.position = hit.point; PaintObjGreen(go1); StableB = true; stableFunc = false; } if ((inBuilding && !wait) && go1 != null) { go1.transform.position = hit.point; // Ray ray2 = Camera.main.ScreenPointToRay(Input.mousePosition); } if (!ready && inBuilding && !worker.GetComponent <Animator>().GetBool("isAttack")) { if (!ready && Input.GetMouseButtonUp(0) && !clicked) { pointer.selectedObjets.Add(worker); TimeFirstClick = limitToNextClick; clicked = true; } // RaycastHit2D hit2; if (clicked) { TimeFirstClick -= Time.deltaTime; } // if (TimeFirstClick != 0) // print(TimeFirstClick); if (!ready && Input.GetMouseButtonDown(0) && (TimeFirstClick < 0) && worker != null) { ctm = worker.GetComponent <ClickToMove>(); // pointer.selectedObjets.Add(worker); pos = hit.point; if (ctm != null) { ctm.goTo(worker, pos); } print("im in the funcktion motha f***a"); wait = true; Build = true; // ready = true; clicked = false; // if(ctm!=null&&worker!=null) // ctm.goTo(worker, pos); TimeFirstClick = 0.5f; // ready = true; } // if (hit2 = Physics2D.Raycast(ray2.origin, new Vector2(0, 0))) // Debug.Log(hit2.collider.name); // if (hit2.collider.name != "BuildM") // print("NULLLLLLLLLL"); // // Input.GetMouseButtonUp(0) && Physics2D.Raycast(ray2.origin, new Vector2(0, 0)).collider == null if (!ready && ctm.stopUnits(worker.transform.position, 0) && Build && worker != null) { ctm = worker.GetComponent <ClickToMove>(); ctm.stopUnit(worker); worker.GetComponent <Animator>().SetBool("isWalking", false); worker.GetComponent <Animator>().SetBool("isAttack", true); worker.GetComponent <ClickToMove>().enabled = false; ready = true; pointer.selectedObjets.Add(worker); } // buildingsM.gameObject.SetActive(false); /* pos = hit.point; * go1.transform.position = pos; * * wait = true; * Build = false; * // Build = true; // to change the worker walking to the building here * } * * // if (Build&&wait) * //. {*/ if (ready) { if (!worker.GetComponent <Animator>().GetBool("isAttack")) { worker.GetComponent <Animator>().SetBool("isWalking", false); worker.GetComponent <Animator>().SetBool("isAttack", true); } pointer.selectedObjets.Add(worker); inBuilding = false; ready = false; clicked = false; Build = false; wait = false; inCreate = false; if (pos != Vector3.zero) { Destroy(go1); if (townH) { c = Instantiate(townHall, pos, transform.rotation) as GameObject; townH = false; } else if (ForgeB) { c = Instantiate(Forge, pos, transform.rotation) as GameObject; ForgeB = false; } else if (BarracksB) { c = Instantiate(Barracks, pos, transform.rotation) as GameObject; BarracksB = false; } else if (FarmB) { c = Instantiate(Farm, pos, transform.rotation) as GameObject; FarmB = false; } else if (StableB) { c = Instantiate(Stable, pos, transform.rotation) as GameObject; StableB = false; } Unit u = new Unit(); u.go = c; u.pos = c.transform.position; u.id = Client.getMyBuildingId(); Client.incBuildingID(); myBuildings.Add(c); Build = false; wait = false; c.GetComponent <KeepHere>().worker = worker; c.GetComponent <KeepHere>().enabled = true; c.GetComponent <KeepHere>().fromFunc = true; c.GetComponent <unit>().clientId = 1; c.transform.Find("particles").gameObject.SetActive(true); this.GetComponent <Client>().SendBuildingUpdate(c.name, pos, transform.rotation.y, Client.getMyConId()); Client.getMyplayerHandler().myBuildings.Add(u); inBuilding = false; worker = null; pos = Vector3.zero; } } } if (Input.GetMouseButtonDown(1)) { TimeFirstClick = 0.5f; wait = false; ready = false; clicked = false; Build = false; inBuilding = false; StableB = false; FarmB = false; inBuilding = false; townH = false; BarracksB = false; ForgeB = false; Destroy(go1); } }
private void Update() { if (Input.GetMouseButtonDown(0) && clickobject.if_a()) { drawpoint1 = Input.mousePosition; point1 = Camera.main.ScreenToWorldPoint(Input.mousePosition); if_draw = true; select_target = Physics2D.OverlapCircle(point1, enemy_select_radius); point2 = point1; } if (Input.GetMouseButton(0)) { drawpoint2 = Input.mousePosition; point2 = Camera.main.ScreenToWorldPoint(Input.mousePosition); } if (Input.GetMouseButtonUp(0)) { if_draw = false; } if (point1 != point2) { if (point1 != oldpoint1 || point2 != oldpoint2) { first = -1; for (int i = 0; i < alltanks.Count; i++) { Vector2 position = alltanks[i].GetComponent <Rigidbody2D>().transform.position; alltanks[i].select = false; if (((position.x < point1.x) && (position.x > point2.x)) || ((position.x > point1.x) && (position.x < point2.x))) { if (((position.y < point1.y) && (position.y > point2.y)) || ((position.y > point1.y) && (position.y < point2.y))) { first = i; alltanks[i].select = true; } } } } } else { first = -1; for (int i = 0; i < alltanks.Count; i++) { alltanks[i].select = false; } if (select_target && (select_target.gameObject.layer == gameObject.layer)) { y = select_target.GetComponent <ClickToMove>(); if (y) { y.select = true; } first = -1; for (int i = 0; i < alltanks.Count; i++) { if (alltanks[i].select) { first = i; break; } } } } oldpoint1 = point1; oldpoint2 = point2; if (first != -1) { select_target = alltanks[first].GetComponent <Collider2D>(); } }
public static void Face(Vector3 to, float addRadian = 0) { ClickToMove.CGPlayer_C__ClickToMove(0, 0, 0, ObjectManager.Me.Guid, (int)ClickToMoveType.Face, (float)System.Math.Atan2(to.Y - ObjectManager.Me.Position.Y, to.X - ObjectManager.Me.Position.X) + addRadian); //Lua.LuaDoString("TurnLeftStart(); TurnLeftStop();"); //Lua.LuaDoString("TurnRightStart(); TurnRightStop();"); }
void OnDestroy() { instance = null; }
/* * with vsync turned on, this function errors for some reason - without vsync on, the Lua turning part gets ignore (which was supposed to nudge the character so the server recognizes changed movement) */ public static void FaceUnit(WoWUnit unit) { ClickToMove.CGPlayer_C__ClickToMove(unit.Position.X, unit.Position.Y, unit.Position.Z, unit.Guid, (int)ClickToMoveType.Face, 0.5f); //Lua.LuaDoString("TurnLeftStart(); TurnLeftStop();"); //Lua.LuaDoString("TurnRightStart(); TurnRightStop();"); }
// Use this for initialization void Awake() { clicktomove = GetComponent <ClickToMove>(); currentHealth = startingHealth; }
// Use this for initialization void Awake() { characterProperty = GetComponent <CharacterProperty> (); clickToMove = gameObject.GetComponent <ClickToMove> (); }
// Update is called once per frame void Update() { if (Input.GetButton("Fire1") && Time.time > nextFire) // Nextfire intentionally to prevent multiple calls in one click { nextFire = Time.time + 0.5f; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (isMoving) { Debug.Log("Wait until move finishes."); return; } if (Physics.Raycast(ray, out hit, 1000f)) //From camera, pick the frontmost object shown on screen, output object into hit { //using contitionals to determine what to do with this object we just hit with our click if (hit.transform.tag == "Units" && selected == false) { hold = hit.transform.gameObject; selected = true; ClickToMove ctm = (ClickToMove)hold.GetComponent("ClickToMove"); ctm.changeColor(selected); Pathfinder.highlightMoveable(floorWeight, hold.transform.position, ctm.getMaxMove()); } else if (hit.transform.tag == "Units" && selected == true) //action should change, part of next stage { selected = false; ClickToMove ctm = (ClickToMove)hold.GetComponent("ClickToMove"); ctm.changeColor(selected); hold = null; Pathfinder.colourMoveable(selected); } else if (hit.transform.tag == "Floor" && selected == true && hit.transform.gameObject.renderer.material.color == Color.cyan) { Pathfinder.colourMoveable(false); if (isMoving) { Debug.Log("Wait until move finishes."); return; } newLocation = Camera.main.ScreenToWorldPoint(Input.mousePosition); newLocation.z = 0; newLocation.x = Mathf.Round(newLocation.x); newLocation.y = Mathf.Round(newLocation.y); //Debug.Log (floorWeight [(int)newLocation.y] [(int)newLocation.x]); Debug.Log("You are at " + hold.transform.position.x + "," + hold.transform.position.y); Debug.Log("You clicked on " + newLocation.x + "," + newLocation.y); if (floorWeight[(int)newLocation.y][(int)newLocation.x] != 0) { Pathfinder.findPath(floorWeight, hold.transform.position, newLocation); moveToIt(); } else { Debug.Log("This spot is unreachable"); } } else { selected = false; ClickToMove ctm = (ClickToMove)hold.GetComponent("ClickToMove"); ctm.changeColor(selected); hold = null; Pathfinder.colourMoveable(selected); } } } }
protected override void Awake() { base.Awake(); clickToMove = FindObjectOfType <ClickToMove>(); }
//-------------------------------------- #endregion #region Unity's Method //-------------------------------------- void Awake() { m_clickToMove = GetComponent <ClickToMove>(); }
public void Awake() { instance = this; }
private void Start() { clickToMove = GameObject.FindGameObjectWithTag(characterControllerTagName).GetComponent <ClickToMove>(); }
// Use this for initialization void Awake() { clickToMove = player.GetComponent <ClickToMove> (); }
void Start() { clickToMove = FindObjectOfType <Player>().gameObject.GetComponent <ClickToMove>(); }
void Start() { anim = GetComponent <Animator>(); ClickToMove = GetComponent <ClickToMove>(); RotateTo = GetComponent <RotateTo>(); }