public void DoorClicked() { if (selected == false) { targetPosition = queue.GetComponent<queueController>().moveForward(positionInQueue); positionInQueue -= 1; state = personStates.moveToQueue; } else { queue.GetComponent<queueController>().moveForward(positionInQueue); selected = false; gameHandler.GetComponent<selectedController>().removeSelected(); } if (positionInQueue == 0) { gameHandler.GetComponent<selectedController>().updateSelected(this.gameObject); selected = true; } }
// Use this for initialization void Start() { state = personStates.moveToQueue; queue = GameObject.FindGameObjectWithTag("Queue"); gameHandler = GameObject.FindGameObjectWithTag("GameController"); positionInfo = queue.GetComponent<queueController>().getNextQueuePosition(); targetPosition.x = positionInfo.x; targetPosition.y = positionInfo.y; positionInQueue = (int)positionInfo.z; if (positionInQueue == 0) { gameHandler.GetComponent<selectedController>().updateSelected(this.gameObject); selected = true; } speed = new Vector2((float)10, (float)10); }
public void chooseRoom(GameObject room) { targetRoom = room; targetPosition = room.transform.position; state = personStates.moveToRoom; }
void moveToRoomUpdate() { getDirection(transform.position, targetPosition); Vector3 movement = new Vector3( speed.x * direction.x, speed.y * direction.y, 0); movement *= Time.deltaTime; transform.Translate(movement); if (transform.position.y <= targetPosition.y+0.25) { state = personStates.inRoom; } }