// Use this for initialization void Awake() { instance = this; worldState = GetComponent <WorldState>(); wayPointSystem = GetComponent <WayPointSystem>(); wayPointSystem.CreateWaypointGrid(); Debug.Log("Creating obstacles"); for (int i = 0; i < numOfObstacles; i++) { obstacles.Add(Instantiate(ObstaclePrefab, GetObstacleCoordinate(), new Quaternion())); obstacles[i].transform.SetParent(gameObject.transform); obstacles[i].GetComponent <Obstacle>().GenerateObstacle2(Random.Range(4, 17)); worldState.obstacles.Add(obstacles[i].GetComponent <Obstacle>()); } timer = 0; doorInt = 0; currentNumOfWanders = 0; currentNumOfSocials = 0; currentNumberOfTravellers = 0; canStart = true; }
// Use this for initialization void Start() { if (falls || moveOnPlayerLand) { waypoint = transform.parent.GetComponent <WayPointSystem>(); anim = GetComponent <Animator>(); } }
void Start() { if (gameObject.tag == "Boss") { boss = FindObjectOfType <BossBehaviour>(); } else { waypointSystem = FindObjectOfType <WayPointSystem>(); } }
private IEnumerator SpawnWaiting() { WaitForSeconds wait = new WaitForSeconds(timeBetweenSpawns); yield return(wait); for (int i = 0; i < enemySpawn.enemy.Count; i++) { for (int j = 0; j < Mathf.RoundToInt(enemySpawn.amountOfEnemies.Evaluate(i)); j++) { Instantiate(enemySpawn.enemy[i], WayPointSystem.GetStartPoint().position, Quaternion.identity); yield return(wait); } } }
public override void OnInspectorGUI() { DrawDefaultInspector(); WayPointSystem wayPointSystem = (WayPointSystem)target; if (GUILayout.Button("Assign numbered names")) { wayPointSystem.RenameChildren(); } if (GUILayout.Button("Compute initial Path using all child objects")) { if (wayPointSystem.initiated && EditorUtility.DisplayDialog("Warning", "You already calculated the initial path, recalculating it will undo all custom tweaks you made. Do you want to continue?", "yes", "no")) { wayPointSystem.Initiate(); } else if (!wayPointSystem.initiated) { wayPointSystem.Initiate(); } } }
public void CreateCheckPoints() { if (wpSystem == null) { wpSystem = FindObjectOfType <WayPointSystem>(); } for (int i = 0; i < wpSystem.points.Length; i++) { int nextWp = i + 1; if (nextWp >= wpSystem.points.Length) { nextWp = 0; } GameObject go = Instantiate(checkpointPref); go.transform.position = wpSystem.points[i]; go.transform.LookAt(wpSystem.points[nextWp]); go.name = i.ToString(); go.transform.parent = transform; } }
void Start() { system = GameObject.Find("WayPointSystem").GetComponent <WayPointSystem> (); newPos = Vector3.forward; }
void Start() { main = GameObject.Find("WayPointSystem").GetComponent <WayPointSystem> (); cam = Camera.main; }
static public void InitializeEnemySystem(EnemySpawnSystem s, WayPointSystem w) { sEnemySystem = s; sWayPoints = w; }
// Use this for initialization void Start() { pointSystem = this; //CreateWaypointGrid(); //CreatePaths(); }
private void Awake() { AvatarGravity = GetComponent <GravityHandler>(); wayPointSystem = GetComponent <WayPointSystem>(); }
private void OnEnable() { waypointSystem = target as WayPointSystem; }