コード例 #1
0
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        BasicNodePath nodePath = (BasicNodePath)target;

        if (GUILayout.Button("Create Node"))
        {
            nodePath.CreateNewNode();
        }

        if (GUILayout.Button("Create Objective"))
        {
            nodePath.CreateObjective();
        }
    }
コード例 #2
0
    public void Start()
    {
        enemiesToSpawn = new List <GameObject>();
        nodePath       = GameObject.FindGameObjectWithTag("NodeManager").GetComponent <BasicNodePath>();

        coords = new Vector3(0, 290, 0);

        GameObject objectiveGO = GameObject.FindGameObjectWithTag("Objective");

        objective = objectiveGO.GetComponent <Objective>();


        if (SceneManager.GetActiveScene().name == "MainMenu")
        {
            StartCoroutine("SpawnMenu");
        }
    }
コード例 #3
0
ファイル: EnemyAI.cs プロジェクト: GenericPath/Villainy
    // Start is called before the first frame update
    void Start()
    {
        nodePath         = GameObject.FindGameObjectWithTag("NodeManager").GetComponent <BasicNodePath>();
        target           = nodePath.startNode;
        enemies          = new List <GameObject>();
        firstFourEnemies = new List <GameObject>();

        currentHealth  = enemy.Health;
        speed          = enemy.Speed;
        nameField.text = enemy.enemyName;
        isHealer       = enemy.IsHealer;
        isSpeeder      = enemy.IsSpeeder;
        healCooldown   = enemy.HealCooldown;
        healRadii      = enemy.HealRadii;
        healAmount     = enemy.HealAmount;
        disabledEffect = false;

        lastPos = transform.position;
    }
コード例 #4
0
 public void Start()
 {
     nodePath = GameObject.Find("/NodeManager").GetComponent <BasicNodePath>();
 }