// Update is called once per frame void Update() { // SPECIAL FOR THE TUTORIAL TEDDY // TODO: MAKE IT NOT HARD CODED... unless we don't actually have to state.selectable = false; state.facing = TeddyState.Facing.RIGHT; if (_wisp == null) _wisp = FindObjectOfType<FollowSelectedTeddy>(); Ray ray_down = new Ray(transform.position, new Vector3(0.0f, -1.0f)); float distance = (transform.position - player.transform.position).magnitude; //Debug.Log(distance + " > " + max_dist_to_player + " : " + (distance > max_dist_to_player)); if (distance > max_dist_to_player) { state.state = TeddyState.State.WAITING; if (_wisp) _wisp.UnSetTarget(); } else if (distance < trigger_dist_to_player) { if (_wisp) _wisp.SetTarget(gameObject); if (state.facing == TeddyState.Facing.RIGHT) state.state = TeddyState.State.MOVING_RIGHT; else state.state = TeddyState.State.MOVING_LEFT; } }
void UnHighlight() { FollowSelectedTeddy wisp = FindObjectOfType <FollowSelectedTeddy>(); if (wisp) { wisp.UnSetTarget(); } }
// Use this for initialization void Start() { //body = GetComponent<Rigidbody>(); //state = State.MOVING_RIGHT; state = GetComponent <TeddyState>(); player = GameObject.FindObjectOfType <Player>();//GetGame<Player>(); state.selectable = false; _wisp = null; }
// Use this for initialization void Start() { //body = GetComponent<Rigidbody>(); //state = State.MOVING_RIGHT; state = GetComponent<TeddyState>(); player = GameObject.FindObjectOfType<Player>();//GetGame<Player>(); state.selectable = false; _wisp = null; }
void Highlight() { FollowSelectedTeddy wisp = FindObjectOfType <FollowSelectedTeddy>(); if (wisp) { wisp.SetTarget(gameObject); } else { Debug.Log("no wisp for highlight"); } }
//////////////////////////////////////////////////////////////////// /// UNITY FUNCTIONS //////////////////////////////////////////////////////////////////// void Start() { _channeling = false; _direction = true; _grounded = false; _target = null; _jumping = false; // Instantiate wisp Vector3 pos = new Vector3(transform.position.x, transform.position.y, -1.0f); _wisp = Instantiate(_wisp_prefab, pos, Quaternion.identity) as FollowSelectedTeddy; //Debug.Log(_wisp); _animator = GetComponentInChildren <Animator>(); }
// Update is called once per frame void Update() { // SPECIAL FOR THE TUTORIAL TEDDY // TODO: MAKE IT NOT HARD CODED... unless we don't actually have to state.selectable = false; state.facing = TeddyState.Facing.RIGHT; if (_wisp == null) { _wisp = FindObjectOfType <FollowSelectedTeddy>(); } Ray ray_down = new Ray(transform.position, new Vector3(0.0f, -1.0f)); float distance = (transform.position - player.transform.position).magnitude; //Debug.Log(distance + " > " + max_dist_to_player + " : " + (distance > max_dist_to_player)); if (distance > max_dist_to_player) { state.state = TeddyState.State.WAITING; if (_wisp) { _wisp.UnSetTarget(); } } else if (distance < trigger_dist_to_player) { if (_wisp) { _wisp.SetTarget(gameObject); } if (state.facing == TeddyState.Facing.RIGHT) { state.state = TeddyState.State.MOVING_RIGHT; } else { state.state = TeddyState.State.MOVING_LEFT; } } }
//////////////////////////////////////////////////////////////////// /// UNITY FUNCTIONS //////////////////////////////////////////////////////////////////// void Start() { _channeling = false; _direction = true; _grounded = false; _target = null; _jumping = false; // Instantiate wisp Vector3 pos = new Vector3(transform.position.x, transform.position.y, -1.0f); _wisp = Instantiate(_wisp_prefab, pos, Quaternion.identity) as FollowSelectedTeddy; //Debug.Log(_wisp); _animator = GetComponentInChildren<Animator>(); }