// =================================================================== // Methods // =================================================================== // Use this for initialization private void Start() { // Init the a parent game object for all created projectile objects. this.projectileParent = GameObject.Find(Shooter.PROJECTILES); if (!this.projectileParent) { this.projectileParent = new GameObject(Shooter.PROJECTILES); } // Get the Gun object. this.gun = gameObject.GetComponentInChildren <Gun>(); // Init the Animator. this.animator = this.GetComponent <Animator>(); this.animator.SetBool(Shooter.IS_ATTACKING_NAME, false); // Get Spawners parent, containing all the scene's AttackerSpawners.. this.spawnersParent = GameObject.Find(Shooter.SPAWNERS); // Init shooter co-ords this.defenderSnappedYPosition = Mathf.RoundToInt(this.transform.position.y); this.defenderXPosition = this.transform.position.x; // Get this lane's AttackerSpawner, throw error if one can't be found this.laneSpawner = this.GetThisLaneSpawner(); }
private void SetLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { bool IsCloseEnough = (Mathf.Abs(spawner.transform.position.y - transform.position.y) <= Mathf.Epsilon); // find its lane's spawner bool IsUpperCloseEnough = (Mathf.Abs(spawner.transform.position.y - (transform.position.y + 1)) <= Mathf.Epsilon); // find its upper lane's spawner bool IsLowerCloseEnough = (Mathf.Abs(spawner.transform.position.y - (transform.position.y - 1)) <= Mathf.Epsilon); // find its lower lane's spawner if (IsCloseEnough) { myLaneSpawner = spawner; } else if (IsUpperCloseEnough) { myUpperLaneSpawner = spawner; } else if (IsLowerCloseEnough) { myLowerLaneSpawner = spawner; } } }
/// <summary>Sets the spawner in a defenders lane</summary> /// <br /> /// <remarks>If a defender and a spawner have the same y value for their transform they are in the same lane</remarks> private void SetLaneSpawner() { AttackerSpawner[] attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner attackerSpawner in attackerSpawners) { #region SETLANESPAWNER LONG COMMENT // This is so the Cactus (shooter) knows if there's an attacker on his lane. // If the spawner and defender are on the same lane, that means their Y axis is 0. // We don't use 0 here because computers love messing up with numbers so we use // "Mathf.Episolon" which means: smallest number found. // (Mathf.Abs()) is for when you don't want a negative number, it will make it positive (absolute). #endregion bool isCloseEnough = (Mathf.Abs(attackerSpawner.transform.position.y - transform.position.y) <= Mathf.Epsilon); // If I look in the array and find someone who's on the same Y axis... if (isCloseEnough) { // Then I'll consider it "my spawner" and I can apply some methods on him only and not mess with the others. myLaneSpawner = attackerSpawner; } } }
void Start() { announcementText.enabled = false; attackerSpawner = FindObjectOfType <AttackerSpawner>(); prepTime = attackerSpawner.GetPreparationTime(); levelDuration = prepTime + spawnDuration; levelFinished = false; timerSlider = GetComponent <Slider>(); timerSlider.value = Time.timeSinceLevelLoad / levelDuration; nextAttackerTierUpdate = Time.timeSinceLevelLoad + attackerTierUpPeriod + prepTime; StartCoroutine(Announce("Place your defenders", announcementDelay)); StartCoroutine( DelayedAnnounce( "Attackers incoming", prepTime, announcementDelay ) ); }
private void Awake() { spawner = FindObjectOfType <AttackerSpawner>(); anim = GetComponent <Animator>(); levelController = FindObjectOfType <LevelController>(); SetSpawnLines(); }
private void StoreAttackerSpawnerIfOnCurrentLane(AttackerSpawner attackerSpawner) { bool isSpawnerCloseEnough = (Mathf.Abs(attackerSpawner.transform.position.y - transform.position.y) <= Mathf.Epsilon); if (isSpawnerCloseEnough) { laneAttackerSpawner = attackerSpawner; } }
private void SetAttackerSpawmer() { var defender = GetComponent <Defender>(); line = defender.Line; var attackerSpawners = FindObjectsOfType <AttackerSpawner>(); attackerSpawner = attackerSpawners.First(spawner => spawner.Line == line); }
void SetMyLaneSpaner() { foreach (AttackerSpawner i in GameObject.FindObjectsOfType <AttackerSpawner>()) { if (i.transform.position.y == transform.position.y) { myLaneSpawner = i; } } }
private void SetLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { if (Mathf.Abs(spawner.transform.position.y - transform.position.y) <= Mathf.Epsilon) { myLaneSpawner = spawner; } } }
private void Awake() { if (!instance) { instance = this; } else { Destroy(gameObject); } }
// Look through all spawners, and set thisRowSpawner if found void FindThisRowSpawner() { AttackerSpawner[] spawners = GameObject.FindObjectsOfType<AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { if (transform.position.y == spawner.transform.position.y) { thisRowSpawner = spawner; return; } } Debug.LogError (name + " can't find spawner in lane " + transform.position.y); }
private void SetLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { if (GetComponent <Defender>().GetLaneNumber() == spawner.GetLaneNumber()) { myLaneSpawner = spawner; } } }
private void SetLaneSpawner() { AttackerSpawner[] spawners = GameObject.FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner curSpawner in spawners) { if (curSpawner.transform.position.y == gameObject.transform.position.y) { m_spawnerInLane = curSpawner; return; } } }
private void SetLaneSpawner() { spawners = FindObjectsOfType <AttackerSpawner>(); foreach (var spawner in spawners) { //is spawner and game object (defender) in same lane? if (transform.position.y == Mathf.Floor(spawner.transform.position.y)) { myLaneSpawner = spawner; } } }
private void SetLaneSpawner() { AttackerSpawner[] attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner attackerSpawner in attackerSpawners) { bool IsCloseEnough = (Mathf.Abs(attackerSpawner.transform.position.y - transform.position.y) <= Mathf.Epsilon); if (IsCloseEnough) { myLaneSpawner = attackerSpawner; } } }
private void SetLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (var spawner in spawners) { bool IsCloseEnough = (spawner.transform.position.y - transform.position.y == 0); if (IsCloseEnough) { attackerSpawner = spawner; } } }
void SetMyLaneSpawner() { AttackerSpawner[] allSpawner = GameObject.FindObjectsOfType <AttackerSpawner> (); foreach (AttackerSpawner spawner in allSpawner) { if (spawner.transform.position.y == transform.position.y) { myLaneSpawner = spawner; return; } } }
private void SetLaneSpawner() { AttackerSpawner[] attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in attackerSpawners) { if (myLane == spawner.GetLane()) { myLaneSpawner = spawner; } } }
private void SetMyLaneSpawner() { var spawners = FindObjectsOfType <AttackerSpawner>(); foreach (var spawner in spawners) { if ((int)spawner.gameObject.transform.position.y == (int)gameObject.transform.position.y) { _myLaneAttackerSpawner = spawner; } } }
private void setLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (var item in spawners) { bool IsCloseEnough = (Mathf.Abs(item.transform.position.y - transform.position.y) <= Mathf.Epsilon); if (IsCloseEnough) { myLaneSpawner = item; } } }
private void SetAttackerSpawner() { AttackerSpawner[] attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner attackerSpawner in attackerSpawners) { bool isAligned = Mathf.Abs(this.transform.position.y - attackerSpawner.transform.position.y) <= Mathf.Epsilon; if (isAligned) { alignedAttackerSpawner = attackerSpawner; } } }
private void SetLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { bool isCloseEnough = (spawner.transform.position.y - transform.position.y <= Mathf.Epsilon); if (isCloseEnough) { myLaneSpawner = spawner; } } }
public void SetLaneSpawner() { AttackerSpawner[] attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in attackerSpawners) { bool isCloseEnough = (Mathf.Abs(spawner.transform.position.y - transform.position.y)) <= Mathf.Epsilon; if (isCloseEnough) { myLaneSpawner = spawner; } } }
//Look through all spawners and find the one in my lane void SetMyLaneSpawner() { AttackerSpawner[] attackSpawnersArray = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner thisSpawner in attackSpawnersArray) { if (thisSpawner.transform.position.y == gameObject.transform.position.y) { mySpawner = thisSpawner; return; } } }
void setLaneSpawner() { GameObject spawnerParent = GameObject.Find("Spawners"); foreach (AttackerSpawner spawner in spawnerParent.GetComponentsInChildren <AttackerSpawner>()) { if (spawner.transform.position.y == gameObject.transform.position.y) { laneSpawner = spawner; break; } } }
private void FindSpawnerInLane() { AttackerSpawner[] attackerSpawners = GameObject.FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in attackerSpawners) { if (spawner.transform.position.y == gameObject.transform.position.y) { attackerSpawner = spawner; return; } } Debug.Log("No spawner found in lane"); }
// Look through all spawners, and set thisRowSpawner if found void FindThisRowSpawner() { AttackerSpawner[] spawners = GameObject.FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { if (transform.position.y == spawner.transform.position.y) { thisRowSpawner = spawner; return; } } Debug.LogError(name + " can't find spawner in lane " + transform.position.y); }
private void SetLaneSpawner() { var spawners = FindObjectsOfType <AttackerSpawner>(); foreach (var spawner in spawners) { var isCloseEnough = (Mathf.Abs(spawner.transform.position.y - transform.position.y) <= Mathf.Epsilon); if (isCloseEnough) { _myLaneSpawner = spawner; } } }
private void SetLaneSpawner() { // figures out what lane the shooter is in by using the attacker spawners AttackerSpawner[] attackerSpawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in attackerSpawners) { bool IsCloseEnough = Mathf.Abs(spawner.transform.position.y - transform.position.y) <= Mathf.Epsilon; if (IsCloseEnough) { myLaneSpawner = spawner; } } }
private void SetLaneSpawner() { AttackerSpawner[] spawners = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawners) { bool IsClosedEnough = Mathf.Abs(spawner.transform.position.y - transform.position.y) <= .5f; if (IsClosedEnough) { myLaneSpawner = spawner; } } }
void FindItsSpawner() { AttackerSpawner[] spawnArray = FindObjectsOfType <AttackerSpawner>(); foreach (AttackerSpawner spawner in spawnArray) { if (spawner.transform.position.y == transform.position.y) { attackerSpawner = spawner; return; } } Debug.LogError(name + " can't find its corresponding attacker spawner."); }