// Use this for initialization void Start() { player = GameObject.Find("Player"); agent = GetComponent <NavMeshAgent>(); power = GetComponent <PowerConsumer>(); //default behavior is to do nothing if (nextNode == null) { nextNode = new GameObject(); nextNode.transform.position = transform.position; nextNode.AddComponent <Node>(); } float difficulty = GameObject.Find("Difficulty").GetComponent <Difficulty>().difficulty; if (difficulty != 0) { attackCooldownMax /= difficulty; if (agent.speed != 0) { agent.speed = agent.speed - 2 + difficulty * 2; } } }
private void AddPowerConsumer(PowerConsumer consumer) { PowerConsumerGUI obj = Instantiate(PowerConsumerGUI); obj.transform.SetParent(Content.transform, false); obj.AddPowerConsumer(consumer); }
public bool FindPath(NodeInterface start_node, NodeInterface end_node, bool include_off_paths) { List <NodeInterface> _TouchedNodes = new List <NodeInterface>(); _TouchedNodes.Add(start_node); Queue <NodeInterface> _Nodes = new Queue <NodeInterface>(); foreach (NodeConnection c in start_node.Connections) { PowerConsumer power_consumer_comp = c.GetComponent <PowerConsumer>(); if (!include_off_paths && (!power_consumer_comp || !power_consumer_comp.IsActive)) { continue; } NodeInterface _OtherNode = c.GetOtherConnection(start_node); if (_OtherNode == end_node) { return(true); } else { _Nodes.Enqueue(_OtherNode); _TouchedNodes.Add(_OtherNode); } } while (_Nodes.Count > 0) { NodeInterface _currentNode = _Nodes.Dequeue(); foreach (NodeConnection c in _currentNode.Connections) { PowerConsumer power_consumer_comp = c.GetComponent <PowerConsumer>(); if (!include_off_paths && (!power_consumer_comp || !power_consumer_comp.IsActive)) { continue; } NodeInterface _OtherNode = c.GetOtherConnection(_currentNode); if (_OtherNode == end_node) { return(true); } else if (!_TouchedNodes.Contains(_OtherNode)) { _Nodes.Enqueue(_OtherNode); _TouchedNodes.Add(_OtherNode); } } } return(false); }
// Start is called before the first frame update protected override void Start() { base.Start(); PowerConsumer power_consumer = GetComponent <PowerConsumer>(); if (power_consumer) { m_Active = power_consumer.IsActive; } }
public static bool Prefix(PowerConsumer __instance, ref bool __result) { if (__instance.baseComp == null && __instance.powerRelay != null) { __result = __instance.powerRelay.IsPowered(); return(false); } return(true); }
public void AddPowerConsumer(PowerConsumer consumer) { PowerConsumer = consumer; ID.text = "ID: " + consumer.ID; }