コード例 #1
0
    public void SetupScene()
    {
        for (var i = 0; i < g_NumFloakAgents; i++)
        {
            var groupRadius = Random.insideUnitCircle * g_GroupeRadius;
            var pos         = new Vector3(groupRadius.x, 0, groupRadius.y) + g_SpawnLocation.position;
            AllAgents[i] = Instantiate(g_FloakingPrefab, pos, Quaternion.identity);
            Floak floak = AllAgents[i].GetComponent <Floak>();
            floak.groupe = this;
            g_GoalPos    = g_SpawnLocation.position;

            //AllAgents[i].transform.parent = gameObject.transform;
        }
    }
コード例 #2
0
 private void ChangeElementsColor(Material newMaterial)
 {
     foreach (GameObject GO in AllAgents)
     {
         Floak floak = GO.GetComponent <Floak>();
         if (floak != null)
         {
             //Debug.Log(gameObject + ": change mat");
             floak.rend.material = newMaterial;
         }
         else
         {
             Debug.LogWarning(gameObject + ": no rend found");
         }
     }
 }
コード例 #3
0
    public void SetupGroup(GameObject[] floakObjectList)
    {
        Debug.Log(gameObject + ": setup group; " + floakObjectList.Length + " floaks found");

        // bind each floak
        foreach (GameObject obj in floakObjectList)
        {
            Floak floak = obj.GetComponent <Floak>();
            floak.groupe = this;
        }

        // init the float list
        this.AllAgents = floakObjectList;

        // set goal direction
        g_GoalPos = GetBarycenter(floakObjectList);
    }