private void SetComponents() { m_Walker = GetComponent <SplineWalker>(); m_Collider = GetComponent <Collider>(); m_Animator = GetComponent <Animator>(); m_offerState = WaiterOfferState.free; }
private void Start() { walker = GetComponent <SplineWalker>(); gaze = GetComponent <GazeObject>(); ResetInteractable(); GameFlowManager.Instance.Register(GameState.COCOON, () => ResetInteractable()); GameFlowManager.Instance.Register(GameState.FRUIT, () => ResetInteractable()); GameFlowManager.Instance.Register(GameState.BIRD, () => ResetInteractable()); GameFlowManager.Instance.Register(GameState.DOG, () => ResetInteractable()); GameFlowManager.Instance.Register(GameState.PINWHEEL, () => Destroy(gameObject)); }
// Use this for initialization IEnumerator Start() { Walker = GetComponent<SplineWalker>(); // As usual: Wait for the spline while (!Walker.Spline.IsInitialized) yield return null; // register for the OnGetScale event of the MeshBuilder SplineMesh.OnGetScale += new SplinePathMeshBuilder.OnGetScaleEvent(SplineMesh_OnGetScale); // store min/max TF where we have to change the scale of the mesh meshMinTF = SplineMesh.Spline.DistanceToTF(SplineMesh.Spline.TFToDistance(SplineMesh.FromTF) - sphereRadius); meshMaxTF = SplineMesh.Spline.DistanceToTF(SplineMesh.Spline.TFToDistance(SplineMesh.ToTF) + sphereRadius); }
public float GetDistance(SplineWalker car) { var steps = 50; var from = this.progress; var to = car.progress; if (to >= from) { return(spline.GetPathLength(steps, from, to)); } return(spline.GetPathLength((int)(steps / 2), from, 1f) + spline.GetPathLength((int)(steps / 2), 0f, to)); }
// Use this for initialization IEnumerator Start() { Walker = GetComponent <SplineWalker>(); // As usual: Wait for the spline while (!Walker.Spline.IsInitialized) { yield return(null); } // register for the OnGetScale event of the MeshBuilder SplineMesh.OnGetScale += new SplinePathMeshBuilder.OnGetScaleEvent(SplineMesh_OnGetScale); // store min/max TF where we have to change the scale of the mesh meshMinTF = SplineMesh.Spline.DistanceToTF(SplineMesh.Spline.TFToDistance(SplineMesh.FromTF) - sphereRadius); meshMaxTF = SplineMesh.Spline.DistanceToTF(SplineMesh.Spline.TFToDistance(SplineMesh.ToTF) + sphereRadius); }
private void Start() { spline = GetComponent <SplineWalker>(); duration = spline.duration; GetComponent <Collider>().isTrigger = true; //Changes the animation curve based on duration value Keyframe[] keyframes = escapeSpeedCurve.keys; keyframes[0].value = duration; keyframes[1].value = duration * 0.2f; keyframes[2].value = duration + 1; escapeSpeedCurve.keys = keyframes; }
public SplineWalker GetClosest() { var cars = GetCars(); SplineWalker closest = null; float closestDiff = 0; foreach (var car in cars) { var diff = GetDistance(car); if (closest == null || diff < closestDiff) { closest = car; closestDiff = diff; } } return(closest); }
// Use this for initialization void Start () { #if USE_REVMOB_ANDROID //for ads RevMobBanner banner = revmob.CreateBanner(); banner.Show(); #endif string[] tubes = { "Tube01", "Tube02", "Tube03", "Tube04", "Tube05", "Tube06", "Tube07" }; arrButton [0] = GameObject.Find ("Bt_Camera").GetComponent<Button>(); arrButton [1] = GameObject.Find ("Bt_eye").GetComponent<Button>(); arrButton [2] = GameObject.Find ("Bt_foot").GetComponent<Button>(); arrButton [3] = GameObject.Find ("Bt_infor").GetComponent<Button>(); listRadius = new float[tubes.Length]; for (int i = 0; i < tubes.Length; i++) { GameObject obj = GameObject.Find(tubes[i]); CircleCollider2D circleCollider2D = obj.GetComponent<CircleCollider2D>(); listRadius[i] = circleCollider2D.radius*circleCollider2D.transform.localScale.x*transform.localScale.x; } arrLimitPoints [0] = new Vector3 (0, listRadius [2], 0); arrLimitPoints [1] = new Vector3 (0, -listRadius [2], 0); arrLimitPoints [2] = new Vector3 (listRadius [2], 0, 0); arrLimitPoints [3] = new Vector3 (-listRadius [2], 0, 0); for (int i = 0; i < darts.Length; i++) { darts[i] = Instantiate (objectDart) as GameObject; } Target = darts [0]; splineWalker = Target.GetComponent <SplineWalker> (); SplineWalker.listRadius = listRadius; SplineWalker.remainScoreText = remainScoreText; SplineWalker.textGetScore = textGetScore; tmpV = Target.transform.position - splineWalker.spline.transform.position; oldpositionTarget = Target.transform.position; oldRotationTarget = Target.transform.localEulerAngles; oldScaleTarget = Target.transform.localScale; oldRotationSpline = splineWalker.spline.transform.localEulerAngles; oldPostionnSpline = splineWalker.spline.transform.position; GameObject objCam = GameObject.Find ("Main Camera"); oldPostionCamera = objCam.transform.position; oldAnglesCamera = objCam.transform.eulerAngles; cam = objCam.camera; cam.transform.LookAt(GameObject.Find ("ObjectBoard").transform.position); oldLookAt = GameObject.Find ("ObjectBoard").transform.position; splineWalkerCam = objCam.GetComponent <SplineWalker> (); }
public void Init() { Walker = GetComponent <SplineWalker>(); Pather = GetComponent <CarPather>(); Walker.Mode = SplineWalkerMode.Once; Pather.Init(); Walker.Duration = MaxSpeed; lastPosition = gameObject.transform.position; Material mat = GetComponent <MeshRenderer>().material; if (NonAPICar) { mat.SetColor("_Color", Color.red); } }
public void OnTriggerEnter(Collider other) { //Debug.LogFormat("Entered the the railing {0}", other.name); Animator anim = other.GetComponent <Animator>(); anim.SetBool("Rail", true); anim.applyRootMotion = false; //locally check colliderToLocallyDisable.enabled = false; SplineWalker newSpline = other.gameObject.AddComponent <SplineWalker>(); newSpline.spline = spline; newSpline.duration = length; newSpline.lookForward = true; newSpline.mode = SplineWalkerMode.Once; timeStarted = Time.time; if (!playersOnMe.Contains(other.gameObject)) { playersOnMe.Add(other.gameObject); } }
// Use this for initialization void Start() { if (walker == null) { walker = GetComponent <SplineWalker>(); } rotateController = GetComponent <RotateController>(); //init delegates if (onOne != null) { walker.onOne += onOne.Invoke; } if (onZero != null) { walker.onZero += onZero.Invoke; } if (onMid != null) { walker.onMid += onMid.Invoke; } }
public void UpdateAim() { float step = aimSpeed * Time.deltaTime; // roatate to look at //transform.LookAt(target); Vector3 movementPrediction = Vector3.zero; if (target.GetComponentInParent <SplineWalker>()) { SplineWalker myWalker = target.GetComponentInParent <SplineWalker>(); // target velocity * Time to target = distance movementPrediction = (myWalker.velocity * myWalker.spline.GetDirection(myWalker.progress)) * (Vector3.Distance(target.position, transform.position) / BulletSpeedCompensation); } Quaternion temp = Quaternion.LookRotation(transform.position - (target.position + (movementPrediction)));// get the current speed of the vehicle AND the current speed of your head transform.rotation = Quaternion.RotateTowards(transform.rotation, temp, step); /* * RaycastHit hit; * Physics.Raycast(transform.position, -transform.forward, out hit, 100, lm); * myLineRenderer.SetPosition(0, transform.position); * * if (hit.collider != null && hit.collider.CompareTag("Player")) * { * AimisGood = true; * myLineRenderer.SetPosition(1, hit.point); * Debug.Log("AimIsGood"); * } * else * { * AimisGood = false; * myLineRenderer.SetPosition(1, -transform.forward * 100); * } */ AimisGood = true; }
private void Awake() { if (frequency <= 0 || items == null || items.Length == 0) { return; } float stepSize = frequency * items.Length; if (spline.Loop || stepSize == 1) { stepSize = 1f / stepSize; } else { stepSize = 1f / (stepSize - 1); } for (int p = 0, f = 0; f < frequency; f++) { for (int i = 0; i < items.Length; i++, p++) { Transform item = Instantiate(items [i]) as Transform; //custom walker = item.GetComponent <SplineWalker>(); walker.spline = spline; //Spaceing along the bezier: f is incrementor, Don't devide by zero!!!! item.GetComponent <SplineWalker>().progress = 1f / (frequency * (items.Length + 1)) * f; Debug.Log("f" + f.ToString() + " is " + (stepSize * f).ToString()); //Vector3 position = spline.GetPoint (p * stepSize); //item.transform.localPosition = position; if (lookForward) { item.transform.LookAt(spline.GetPoint(p * stepSize) + spline.GetDirection(p * stepSize)); } walker = null; } } }
private void SetComponents() { titleWalker = titleText.GetComponent <SplineWalker>(); m_animator = GetComponent <Animator>(); }
public void Update() { if (firstRun) { firstRun = false; var start = piece.gameObject.transform.position; var diffVector = destination - start; if (isTeleport) { curveMult = 100f; } var secondControl = (diffVector * 0.2f) + (curveHeight * diffVector.magnitude * curveMult) + start; var thirdControl = (diffVector * 0.8f) + (curveHeight * diffVector.magnitude * curveMult) + start; moveSpline.SetControlPoint(0, start); moveSpline.SetControlPoint(1, secondControl); moveSpline.SetControlPoint(2, thirdControl); moveSpline.SetControlPoint(3, destination); walker = piece.gameObject.AddComponent<SplineWalker>(); walker.spline = moveSpline; walker.duration = moveTime; walker.lookForward = false; walker.mode = SplineWalkerMode.Once; } //if (Vector3.Distance(piece.gameObject.transform.position, destination) < 0.01) if(walker.progress > 0.99) { piece.gameObject.transform.position = destination; Complete = true; Destroy(walker); finishedMoving.Dispatch(piece); } }
public override void OnInspectorGUI() { m_Walker = target as SplineWalker; serializedObject.Update(); m_Walker.m_Spline = (BezierSpline)EditorGUILayout.ObjectField(m_Walker.m_Spline, typeof(BezierSpline), true); if (!(m_Walker.m_Spline == null)) { CheckRenderer(); int splineCurves = m_Walker.m_Spline.CurveCount; if (m_Walker.m_WalkerSplinePoints.Count == 0) { m_Walker.AlignToNewSpline(m_Walker.m_Spline); } else if (m_Walker.m_WalkerSplinePoints.Count != m_Walker.m_Spline.CurveCount) { m_Walker.ResizeToSpline(); } ////SplineWalkerTester //labelStyle.alignment = TextAnchor.UpperCenter; //labelStyle.fontStyle = FontStyle.Bold; //EditorGUILayout.LabelField("Walker Motion Tester", labelStyle); //if (GUILayout.Button(new GUIContent("Play/Pause"), EditorStyles.miniButton)) //{ // if (!m_Walker.m_walking) // { // m_Walker.StartWalking(); // } // else // { // m_Walker.PauseWalking(); // } //} //Set Up Styles var labelStyle = GUI.skin.GetStyle("Label"); labelStyle.fontStyle = FontStyle.Normal; //Spline Summary EditorGUILayout.BeginHorizontal(); labelStyle.fontStyle = FontStyle.Bold; EditorGUILayout.LabelField("Total Curves: ", GUILayout.Width(80f)); EditorGUILayout.LabelField(splineCurves.ToString(), labelStyle, GUILayout.Width(30f)); EditorGUILayout.LabelField("Total Time: ", GUILayout.Width(80f)); EditorGUILayout.LabelField(m_Walker.TotalTime().ToString(), GUILayout.Width(30f)); EditorGUILayout.EndHorizontal(); //InitialPosition EditorGUILayout.LabelField("Initial Spline Position"); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_initialSplinePos"), GUIContent.none); if (!Application.isPlaying) { m_Walker.SetPosToInitial(); } //Auto functionality EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Auto Walk", GUILayout.Width(63f)); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_autoWalk"), GUIContent.none, GUILayout.Width(15f)); EditorGUILayout.LabelField("Auto Reset", GUILayout.Width(66f)); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_autoReset"), GUIContent.none, GUILayout.Width(15f)); EditorGUILayout.LabelField("Auto Kill", GUILayout.Width(55f)); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_destroyAtEnd"), GUIContent.none, GUILayout.Width(15f)); EditorGUILayout.EndHorizontal(); //Speed functionality EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Vary Speed", GUILayout.Width(70f)); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_variableSpeed"), GUIContent.none, GUILayout.Width(15f)); EditorGUILayout.LabelField("Spd Type", GUILayout.Width(60f)); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_speedType"), GUIContent.none, GUILayout.Width(100f)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Rotation", GUILayout.Width(60f)); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_rotationType"), GUIContent.none, GUILayout.Width(60f)); if (m_Walker.m_rotationType == WalkerRotationType.Angle || m_Walker.m_rotationType == WalkerRotationType.Velocity) { EditorGUILayout.PropertyField(serializedObject.FindProperty("m_rotationAxis"), GUIContent.none, GUILayout.Width(60f)); if (m_Walker.m_rotationType == WalkerRotationType.Angle) { EditorGUILayout.PropertyField(serializedObject.FindProperty("m_angleOffset"), GUIContent.none, GUILayout.Width(60f)); } } else if (m_Walker.m_rotationType == WalkerRotationType.Target && !m_Walker.m_variableSpeed) { m_Walker.m_lookTarget = (GameObject)EditorGUILayout.ObjectField(m_Walker.m_lookTarget, (typeof(GameObject)), true); } EditorGUILayout.EndHorizontal(); if (!m_Walker.m_variableSpeed) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(serializedObject.FindProperty("m_walkSpeed")); EditorGUILayout.EndHorizontal(); } else { //Current Curve Editor labelStyle.alignment = TextAnchor.UpperCenter; labelStyle.fontStyle = FontStyle.Bold; EditorGUILayout.LabelField("Curve Editor", labelStyle); currentCurve = EditorGUILayout.IntSlider(currentCurve, 0, splineCurves - 1); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button(new GUIContent("<"), EditorStyles.miniButtonLeft)) { currentCurve -= 1; currentCurve = currentCurve < 0 ? splineCurves - 1 : currentCurve; } labelStyle = GUI.skin.GetStyle("Label"); labelStyle.alignment = TextAnchor.UpperCenter; EditorGUILayout.LabelField(currentCurve.ToString(), labelStyle, GUILayout.Width(30f)); if (GUILayout.Button(new GUIContent(">"), EditorStyles.miniButtonRight)) { currentCurve += 1; currentCurve = currentCurve > splineCurves - 1 ? 0 : currentCurve; } EditorGUILayout.EndHorizontal(); //Current point to edit EditorGUILayout.PropertyField( serializedObject.FindProperty("m_WalkerSplinePoints").GetArrayElementAtIndex(currentCurve), GUIContent.none); //Duplicate point EditorGUILayout.BeginHorizontal(); if (GUILayout.Button(new GUIContent("Duplicate Left"), EditorStyles.miniButton)) { m_Walker.DuplicatePoint(currentCurve, currentCurve - 1); } if (GUILayout.Button(new GUIContent("Duplicate Right"), EditorStyles.miniButton)) { m_Walker.DuplicatePoint(currentCurve, currentCurve + 1); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button(new GUIContent("Duplicate All"), EditorStyles.miniButton)) { m_Walker.DuplicateAllPoints(currentCurve); } if (GUILayout.Button(new GUIContent("Duplicate To Idx:"), EditorStyles.miniButton, GUILayout.Width(120f))) { m_Walker.DuplicatePoint(currentCurve, m_Walker.m_duplicationIdx); } EditorGUILayout.PropertyField(serializedObject.FindProperty("m_duplicationIdx"), GUIContent.none); EditorGUILayout.EndHorizontal(); //All Points ShowArrayProperty(serializedObject.FindProperty("m_WalkerSplinePoints"), "Curve "); //EditorGUILayout.PropertyField(serializedObject.FindProperty("m_WalkerSplinePoints"),true); } } serializedObject.ApplyModifiedProperties(); }
void OnEnable() { m_Walker = target as SplineWalker; }
void Update () { if (cameraMode == CameraMode.ZoomBoard) { UpdateZoomBoard (); return; } else if (cameraMode == CameraMode.ReviewBoard) { if(!SplineWalker.reviewCamera){ updateCameraReviewBoard (); return; } } else if(cameraMode == CameraMode.MoveBoard){ updateCameraMoveBoard (); return; } Debug.Log ("cameraMode ------------------------------------------- " + cameraMode); if (cameraMode != CameraMode.ReviewDarts || SplineWalker.isThrowingDart) { _mouseState = false; return; } /*if (Input.mousePosition.y < 140 && (Input.mousePosition.x < 60 || Input.mousePosition.x > Screen.width - 60)) { if(_mouseState) { Target.SetActive(false); _mouseState = false; } return; }*/ if (Input.GetMouseButtonDown (0)) { if(SplineWalker.resetDart) { SplineWalker.resetDart = false; resetAllDarts(); } Target = darts[SplineWalker.s_count]; splineWalker = Target.GetComponent <SplineWalker> (); if(splineWalker.isThrowEdDart) return; splineWalker.spline.transform.localEulerAngles = oldRotationSpline; splineWalker.spline.transform.position = oldPostionnSpline; Target.SetActive(true); _mouseState = true; oldMouse = Input.mousePosition; screenSpace = Camera.main.WorldToScreenPoint (Target.transform.position); Target.transform.position = Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenSpace.z)); } if (Input.GetMouseButtonUp (0)) { if(!Target.activeSelf || !_mouseState) return; _mouseState = false; float d = Vector2.Distance(Input.mousePosition, oldMouse); if(d > 5 && Input.mousePosition.y > oldMouse.y) { Vector2 v1 = new Vector2(0, 1); Vector2 v2 = new Vector2(Input.mousePosition.x - oldMouse.x, Input.mousePosition.y - oldMouse.y); float angle = Vector2.Angle(v1, v2); splineWalker.spline.transform.Rotate(new Vector3(0, 0, 1), (Input.mousePosition.x > oldMouse.x ? -angle : angle)); splineWalker.spline.transform.position = Target.transform.position - tmpV; splineWalker.isThrowDart = true; } else { Target.SetActive(false); } } if (_mouseState) { //keep track of the mouse position var curScreenSpace = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenSpace.z); //convert the screen mouse position to world point and adjust with offset var curPosition = Camera.main.ScreenToWorldPoint (curScreenSpace); //update the position of the object in the world Target.transform.position = new Vector3(curPosition.x, curPosition.y+1f,curPosition.z); } }
public override void OnInspectorGUI() { walker = target as SplineWalker; // display all normal stuff first // assigned spline EditorGUI.BeginChangeCheck(); BezierSpline spline = (BezierSpline)EditorGUILayout.ObjectField(walker.spline, typeof(BezierSpline), true); //SplineWalker walker = (SplineWalker)EditorGUILayout.EnumPopup("spline mode: ", walker.mode) if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "Spline"); EditorUtility.SetDirty(walker); walker.spline = spline; } //looking foreward EditorGUI.BeginChangeCheck(); bool lookForeward = EditorGUILayout.Toggle("lookForeward", walker.lookForward); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "Toggle lookForeward"); EditorUtility.SetDirty(walker); walker.lookForward = lookForeward; } // fixed duration EditorGUI.BeginChangeCheck(); bool fixedDuration = EditorGUILayout.Toggle("FixedDuration", walker.fixedDuration); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "Toggle fixedDuration"); EditorUtility.SetDirty(walker); walker.fixedDuration = fixedDuration; } //movement mode EditorGUI.BeginChangeCheck(); SplineWalkerMode mode = (SplineWalkerMode)EditorGUILayout.EnumFlagsField("Mode", walker.mode); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "Mode"); EditorUtility.SetDirty(walker); walker.mode = mode; } //show the going foreward bool EditorGUI.BeginChangeCheck(); bool goingForeward = EditorGUILayout.Toggle("goingForeward", walker.goingForeward); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "Toggle goingForeward"); EditorUtility.SetDirty(walker); walker.goingForeward = goingForeward; } // does this walker have a fixed duration if (walker.fixedDuration) { // show the duration EditorGUI.BeginChangeCheck(); float duration = EditorGUILayout.FloatField("Duration", walker.duration); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "Duration"); EditorUtility.SetDirty(walker); walker.duration = duration; } } else { //show the velocity field EditorGUI.BeginChangeCheck(); float velocity = EditorGUILayout.FloatField("velocity", walker.velocity); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(walker, "velocity"); EditorUtility.SetDirty(walker); walker.velocity = velocity; } } // base.OnInspectorGUI(); }
public Vector3 getInCenterOfDarts(){ SplineWalker[] splineWalkers = new SplineWalker[3]; Vector3[] pos = new Vector3[3]; splineWalkers[0] = darts [0].GetComponent <SplineWalker> (); splineWalkers[1] = darts [1].GetComponent <SplineWalker> (); splineWalkers[2] = darts [2].GetComponent <SplineWalker> (); int count = 0; for (int i = 0; i < splineWalkers.Length; i++) { if (!splineWalkers[i].dartOutScreen){ pos[i] = darts [i].transform.position; count++; } else { pos[i] = Vector3.zero; } } switch(count) { case 3: float a = Vector3.Distance (pos [1], pos [2]); float b = Vector3.Distance (pos [0], pos [2]); float c = Vector3.Distance (pos [0], pos [1]); distanceMax2Target = Mathf.Max(a, b, c); float P = a + b + c; Vector3 result = new Vector3 ((a * pos [0].x + b * pos [1].x + c * pos [2].x) / P, (a * pos [0].y + b * pos [1].y + c * pos [2].y) / P, pos [0].z); Vector3 v1 = Vector3.zero; Vector3 v2 = Vector3.zero; Vector3 midpoint = Vector3.zero; if(distanceMax2Target == a) { v1 = pos [2] - pos [1]; midpoint = (pos[1] + pos[2]) / 2; } else if(distanceMax2Target == b){ v1 = pos [2] - pos [0]; midpoint = (pos[0] + pos[2]) / 2; } else if(distanceMax2Target == c){ v1 = pos [1] - pos [0]; midpoint = (pos[0] + pos[1]) / 2; } v2 = new Vector3(-v1.y, v1.x, pos[0].z); float a1 = v1.x, b1 = v1.y, c1 = -(a1*midpoint.x + b1*midpoint.y); float a2 = v2.x, b2 = v2.y, c2 = -(a2*result.x + b2*result.y); float x = (c2*b1-c1*b2)/(a1*b2-a2*b1); float y = -(c2*a1-c1*a2)/(a1*b2-a2*b1); return new Vector3(x, y, pos [0].z); case 2: Vector3[] p = new Vector3[2]; int num = 0; for (int i = 0; i < splineWalkers.Length; i++) { if (!splineWalkers[i].dartOutScreen) { p[num++] = pos[i]; } } distanceMax2Target = Vector3.Distance(p[0], p[1]); return new Vector3((p[0].x + p[1].x)/2, (p[0].y + p[1].y)/2, p[0].z); case 1: for (int i = 0; i < splineWalkers.Length; i++) { if (!splineWalkers[i].dartOutScreen) { return pos[i]; } } break; default: break; }; return GameObject.Find ("ObjectBoard").transform.position; }
// Use this for initialization void Start () { walkerScript = GetComponent<SplineWalker>(); mMat = renderer.material; }
private void SetComponents() { m_Animator = GetComponent <Animator>(); m_SplineWalker = GetComponent <SplineWalker>(); }
// Use this for initialization void Start() { walkerScript = GetComponent <SplineWalker>(); mMat = GetComponent <Renderer>().material; }
private void setAsLeftSpawn(SplineWalker child) { setAsRightSpawn(child); child.offset = new Vector3(-child.offset.x, child.offset.y, child.offset.z); }
private void setAsRightSpawn(SplineWalker child) { var thisSize = GetComponent<SpriteRenderer>().bounds.size; var xOffset = thisSize.x / 2f; child.offset = new Vector3(xOffset, -thisSize.y, 0); }
private void SetComponents() { m_Walker = GetComponent <SplineWalker>(); }
private void SetComponents() { m_CinematicAnimator = GetComponent <Animator>(); m_SplineWalker = GetComponent <SplineWalker>(); m_AudioSource = GetComponent <AudioSource>(); }
/// <summary> /// Cache the SplineWalker and flag context for clean serialization when joining late. /// </summary> private void Awake() { this.SplineWalker = this.GetComponent <SplineWalker>(); this.m_firstTake = true; }
// Start is called before the first frame update void Start() { myHealth = GetComponentInParent <PlayerHealth>(); myWalker = GetComponentInParent <SplineWalker>(); lastHealth = myHealth.health; }