private void MakeObjects() { // CENTER OF THE SPHERE: x = 0, y = 20, z = 0 I generate an object there GameObject _pivot = new GameObject(); _pivot.transform.position = new Vector3(0, sphereRadius, 0); for (int i = 0; i < max_objects; i++) { // WE make a small sphere GameObject _sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); // WE SCALE THE SPHERE _sphere.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); // TAKE A SCALED RANDOM POSITION Vector3 pos = ScalePosition(urand.PointOnASphere()); // WE set the sphere position _sphere.transform.position = pos; // WE give a tag to the sphere _sphere.tag = "Player"; // Attach the rotation script RotateAround _ra = _sphere.AddComponent <RotateAround>(); // SET the PIVOT POINT IN SCRIPT _ra.pivotPoint = _pivot.transform; // SET the MATERIAL as a RANDOM COLOR _sphere.renderer.material.color = urand.Rainbow(); } }
void UpdateAmmoCount() { EmptyObject.transform.rotation = Quaternion.identity; for (int i = 0; i < ammoShow.Count; i++) { Destroy(ammoShow[i]); } ammoShow.Clear(); for (int i = ammoShow.Count; i < ammo; i++) { GameObject g = Instantiate(Souls, transform.position, Quaternion.identity) as GameObject; ammoShow.Add(g); } for (int i = 0; i < ammoShow.Count; i++) { float angle = 360 / ammo; ammoShow[i].transform.position = transform.position + EmptyObject.transform.up + new Vector3(0, 0, -5); ammoShow[i].transform.SetParent(transform); EmptyObject.transform.Rotate(0, 0, angle); RotateAround other = (RotateAround)ammoShow[i].GetComponent(typeof(RotateAround)); other.init(transform); ammoShow[i].transform.rotation = EmptyObject.transform.rotation; ammoShow[i].transform.Rotate(0, 0, 5 * ammo); } }
private void ShowWeaponModel(int equipId) { DestroyModel(); EquipModel.CreateModel(equipId, go => { if (null == go) { return; } go.transform.parent = EquipModel.transform; go.gameObject.SetLayerRecursive(LayerMask.NameToLayer(GAMELAYER.UI)); go.gameObject.SetRenderQueue(ModelRenderQueue); if (rotateAround == null) { rotateAround = go.GetComponentInChildren <RotateAround>(); if (rotateAround != null) { initRotate = rotateAround.gameObject.transform.localRotation; } } else { rotateAround.transform.localRotation = initRotate; } }, true); }
private void Start() { rotA = GetComponent <RotateAround>(); if (rotA == null) { rotA = GetComponentInParent <RotateAround>(); } _transform = transform; }
void Start() { this.camera = GameObject.Find("Main Camera"); GameObject sun = GameObject.Find("Sun"); GameObject[] planets = GameObject.FindGameObjectsWithTag("Planet"); camera.transform.LookAt(sun.transform); for (int i = 0; i < planets.Length; i++) { RotateAround rotateObj = planets[i].AddComponent <RotateAround>(); rotateObj.target = sun; rotateObj.speed = translationSpeed[planets[i].name] * scale; PlanetController controller = planets[i].AddComponent <PlanetController>(); controller.OnPlanetClick += FocusCamera; controller.speed = rotationSpeed[planets[i].name] * scale; } GameObject moon = GameObject.Find("Moon"); PlanetController moonController = moon.AddComponent <PlanetController>(); moonController.OnPlanetClick += FocusCamera; moonController.speed = 2 * scale; PlanetController sunController = sun.AddComponent <PlanetController>(); sunController.OnPlanetClick += FocusCamera; sunController.speed = rotationSpeed["Sun"] * scale; GameObject[] moons = GameObject.FindGameObjectsWithTag("Moon"); for (int i = 0; i < moons.Length; i++) { RotateAround rotateObj = moons[i].AddComponent <RotateAround>(); rotateObj.target = moons[i].transform.parent.gameObject; rotateObj.speed = Random.Range(1, 5f); PlanetController controller = moons[i].AddComponent <PlanetController>(); controller.speed = Random.Range(1, 2f); } for (int n = 0; n < 200; n++) { GameObject g = Instantiate(meteor); float z = Random.Range(-40, 40f); float x = ResolveCircle(z); g.transform.position = new Vector3(x, 0, z); RotateAround rotateObj = g.AddComponent <RotateAround>(); rotateObj.target = sun; rotateObj.speed = Random.Range(0.5f, 3f); } }
void Awake() { GetComponent <NavMeshAgent>().enabled = false; m_LastScriptRotationState = transform.localRotation; m_LastModelRotationState = transform.GetChild(0).localRotation; m_SpotLight = GetComponentInChildren <Light>(); m_SpotLightScanningColor = m_SpotLight.color; m_Rotater = GetComponentInParent <RotateAround>(); }
// Use this for initialization protected override void Start() { base.Start(); mMeshRenderer.material.color = Color.red; name = "Red Knight"; RotateAround tScript = gameObject.AddComponent <RotateAround> (); tScript.Axis = Vector3.right; tScript.Speed = 100f; }
/// <summary> /// Init class method. /// </summary> private void Init() { // get rigibody component reference. _rigi = GetComponent <Rigidbody>(); // get rotate itself class component reference. _rotateItself = GetComponent <RotateItself>(); // get rotate around class component reference. _rotateAround = GetComponent <RotateAround>(); }
// Use this for initialization void Start() { scale = ScaleController.scale; rot = GetComponent <RotateAround>(); trans = GetComponent <Transform>(); trail = GetComponentInChildren <TrailRenderer>(); trans.localScale *= scale; rot.planetSunDistance *= scale; rot.Kepler /= scale; trail.startWidth *= scale; rot.reStart(); }
void OnCollisionEnter(Collision coll) { if (hit == false) { //if the tag on the hit collider gameobject is "Target", then disable the followball camera and enable the rotate camera if (coll.gameObject.CompareTag("Target")) { hit = true; //so the ball can't trigger two things at once rotateScript = coll.gameObject.GetComponent <RotateAround>(); //getting the RotateAround component on the hit object rotateScript.startRotate = true; //start rotating the gameobject camera is attached to if (coll.gameObject.name == "Statue1") //passing an integer to CameraManager RotateCamera function to differentiate between cameras { cameraManager.RotateCamera(1); } else if (coll.gameObject.name == "Statue2") { cameraManager.RotateCamera(2); } else if (coll.gameObject.name == "Statue3") { cameraManager.RotateCamera(3); } else if (coll.gameObject.name == "Statue4") { cameraManager.RotateCamera(4); } } //if the tag on the hit collider gameobject is "Missed", then disable followball camera and enable the default camera else if (coll.gameObject.CompareTag("Missed")) { Debug.Log("I missed the target"); hit = true; cameraManager.DefaultCamera(); } else if (coll.gameObject.CompareTag("Ground")) { Debug.Log("I hit the ground"); hit = true; cameraManager.DefaultCamera(); } } }
public override void MouseDown(MouseInputManager.MouseButton btn, MouseInputManager.MousePointer mouse, Interactable echo = null) { if (!btn.Equals(MouseInputManager.MouseButton.LEFT_BUTTON)) { return; } if (echo) { return; } Debug.Log("down"); if (!holdBy) { holdBy = this; currentSpeed += speed; (Echo as RotateAround).currentSpeed += speed; Echo.GetComponent <Button>().interactable = false; (Echo as RotateAround).OtherButton.interactable = false; } }
public override void MouseUp(MouseInputManager.MouseButton btn, MouseInputManager.MousePointer mouse, Interactable echo = null) { if (!btn.Equals(MouseInputManager.MouseButton.LEFT_BUTTON)) { return; } if (echo) { return; } Debug.Log("up"); Debug.Log("======="); if (holdBy == this) { holdBy = null; currentSpeed = 0; (Echo as RotateAround).currentSpeed = 0; Echo.GetComponent <Button>().interactable = true; (Echo as RotateAround).OtherButton.interactable = true; } }
void Update() { if (aiState == 0) { if (gamecontrol.GetDistanceTo(transform.position, gamecontrol.GetPlayerLoc()) < targetRadius) { Move movement = new Move(this, gamecontrol.GetPlayerLoc()); movement.Execute(); } else { aiState += 1; } } else { RotateAround rot = new RotateAround(this, 200, gamecontrol.GetPlayerLoc(), targetRadius); rot.Execute(); RotateTo rot2 = new RotateTo(this, gamecontrol.GetPlayerLoc(), 999); rot2.Execute(); } }
private void CreateModel() { if (itemListLogic == null) { return; } if (model != null) { return; } var t = itemListLogic.Item as EquipModelDataModel; if (t != null) { DestroyModel(); EquipModel.CreateModel(t.EquipId, go => { if (null == go) { return; } model = go; go.transform.parent = EquipModel.transform; go.gameObject.SetLayerRecursive(LayerMask.NameToLayer(GAMELAYER.PerspectiveView)); go.gameObject.SetRenderQueue(ModelRenderQueue); rotateAround = go.GetComponentInChildren <RotateAround>(); if (rotateAround != null) { initRotate = rotateAround.gameObject.transform.localRotation; } SetRotate(); }, true); } }
public void RegisterRotateAround(RotateAround rotateAroundToRegister) { this.objectsToCheck.Add(rotateAroundToRegister.gameObject); }
public void SetUpSpeed(RotateAround rot) { targetValue = -rot.CurrentSpeed / 25.0f; goBackToZero = true; }
private void Start() { instance = this; }
private void Awake() { Instance = this; }
void Start() { _covidManager = FindObjectOfType <Covid>(); _rotate = GetComponent <RotateAround>(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); RotateAround rotateAround = (RotateAround)target; GUILayout.Label("Determines direction of the rotation"); GUILayout.BeginHorizontal(); if (GUILayout.Button("Counter Clockwise")) { rotateAround.GoCounterClockwise(); } if (GUILayout.Button("Clockwise")) { rotateAround.GoClockwise(); } GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Label("Determines the speed at which the object rotates the object"); rotateAround.rotateSpeed = EditorGUILayout.Slider("Rotation Speed", rotateAround.rotateSpeed, 0f, 500f); GUILayout.Space(10); GUILayout.Label("Determines the color of the object. Make sure to click Change!"); GUILayout.BeginHorizontal(); matColor = EditorGUILayout.ColorField("New Color", matColor); if (GUILayout.Button("Change")) { rotateAround.SetColor(matColor); } GUILayout.EndHorizontal(); if (rotateAround.target == null) { EditorGUILayout.HelpBox("Missing a target to rotate around", MessageType.Warning); } showPosition = EditorGUILayout.Foldout(showPosition, status); if (showPosition) { GUILayout.Label("This option invites chaos. It works...sometimes?"); } if (Selection.activeTransform) { rotateAround.RotateVector = EditorGUILayout.Vector3Field("Axis", rotateAround.RotateVector); status = "Advanced"; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } }