// Start is called before the first frame update
    void Start()
    {
        if (!inventory)
        {
            inventory = GetComponent <Inventory>();
        }

        if (getLeftOne)
        {
            evCheck = FindClosetElevationCheck.GetTheLeftOne();
        }
        else
        {
            evCheck = FindClosetElevationCheck.GetTheRighttOne();
        }

        Blockbuilder[] bbs = FindObjectsOfType <Blockbuilder>();

        foreach (Blockbuilder bs in bbs)
        {
            if (GetComponent <Transform>().localPosition.x < 0 && bs.transform.position.x < 0)
            {
                blockbuilder = bs;
            }

            if (GetComponent <Transform>().localPosition.x > 0 && bs.transform.position.x > 0)
            {
                blockbuilder = bs;
            }
        }

        timeLeftToNextGen = timeBetweenGenerations;
    }
Esempio n. 2
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 private void Start()
 {
     cannonObj = this.gameObject;
     animator  = GetComponent <Animator>();
     cannon    = cannonObj.GetComponent <Cannon>();
     StartCoroutine(MinHjärnaDog());
     elevationCheck = FindClosetElevationCheck.GetClosets(gameObject);
 }
Esempio n. 3
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    void Start()
    {
        ElevationCheck elevationCheck    = FindClosetElevationCheck.GetClosets(gameObject);
        float          heightPercentense = elevationCheck.groundlevel + restictValue;
        var            pos = transform.position;

        pos.y = heightPercentense + 0.5f;

        transform.position = pos;
    }
Esempio n. 4
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    private void Start()
    {
        if (leftElevation)
        {
            elevationCheck = FindClosetElevationCheck.GetTheLeftOne();
        }
        else
        {
            elevationCheck = FindClosetElevationCheck.GetTheRighttOne();
        }

        img       = GetComponent <Image>();
        img.color = color;
    }
    // Start is called before the first frame update
    void Awake()
    {
        Transform parent = transform.parent;

        elevationCheck = parent.GetComponentInChildren <ElevationCheck>();
        cannon         = parent.GetComponentInChildren <Cannon>();

        if (generator == null)
        {
            generator = parent.GetComponentInChildren <GenerateBlockToInventoryOverTime>();
        }

        cannonRotationBaseValue = cannon.bonunsRotationSpeed;
        cannonVelocityBaseValue = cannon.velBouns;
        blockGenBaseValue       = generator.bonus;

        bonusRotationAt  = bonusRotationAt + elevationCheck.groundlevel;
        bonusVelocityAt  = bonusVelocityAt + elevationCheck.groundlevel;
        bonusGeneratorAt = bonusGeneratorAt + elevationCheck.groundlevel;
    }
    public static ElevationCheck GetTheRighttOne()
    {
        ElevationCheck[] all   = Object.FindObjectsOfType <ElevationCheck>();
        ElevationCheck   right = null;

        float minDist = -1000000f;

        foreach (ElevationCheck gitFtw in all)
        {
            float x = gitFtw.gameObject.transform.position.x;

            if (x > minDist)
            {
                minDist = x;
                right   = gitFtw;
            }
        }

        return(right);
    }
    public static ElevationCheck GetTheLeftOne()
    {
        ElevationCheck[] all  = Object.FindObjectsOfType <ElevationCheck>();
        ElevationCheck   left = null;

        float minDist = Mathf.Infinity;

        foreach (ElevationCheck gitFtw in all)
        {
            float x = gitFtw.gameObject.transform.position.x;

            if (x < minDist)
            {
                minDist = x;
                left    = gitFtw;
            }
        }

        return(left);
    }
    public static ElevationCheck GetClosets(GameObject obj)
    {
        ElevationCheck[] all              = Object.FindObjectsOfType <ElevationCheck>();
        Vector3          currentPosition  = obj.transform.position;
        Vector3          eleveationObjPos = new Vector3();

        float          minDist = Mathf.Infinity;
        ElevationCheck best    = null;

        foreach (ElevationCheck e in all)
        {
            eleveationObjPos = e.gameObject.transform.position;
            float dist = Vector3.Distance(currentPosition, eleveationObjPos);

            if (minDist > dist)
            {
                minDist = dist;
                best    = e;
            }
        }
        return(best);
    }