private void Start() { if (GetComponentInParent <EmotionController>() != null) { emotionState = false; magnetState = false; playerT = GetComponentInParent <PlayerController>().transform; direction = GetComponentInParent <EmotionController>().direction; onPositionState = true; } emotionController = PlayerController.staticController.transform.GetComponent <EmotionController>(); tempPos = transform.position; tempVal = transform.position.y; }
public void Idle() { tempPos.y = tempVal + amplitude * Mathf.Sin(speed * Time.time); //emotion y-coord change by amplitude (length of up-down), mathf.sin calculate up-down position from 0 to 1 transform.position = tempPos; if (colliderDetector.GetListOfTriggerColliders().Count != 0) // if collider list in trigger zone isn't empty { // or if trigger zone contain colliders nearestTransform = Helper.GetClosestTransform(colliderDetector.GetListOfTriggerTransforms(), transform); closestEmotionController = nearestTransform.GetComponentInChildren <EmotionController>(); // ! // foundClosestTransform = true; if ((closestEmotionController != null) && (!closestEmotionController.EmotionExists(emotionColor))) { fsm.TransitTo(Magnet); } } }
// Start is called before the first frame update void Start() { rigidbody2d = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); emotionController = GetComponent <EmotionController>(); }
private void Start() { emotion = GameObject.Find("PlayerGhost").GetComponent <EmotionController>(); }