// Update is called once per frame void Update() { objPatientList = GameObject.FindGameObjectsWithTag("Patient"); // NULL Check if (objPatientList.Length > 0) { foreach (GameObject goTemp in objPatientList) { if (goTemp == null) { break; } MySuffererController.ePhase tempPhase = goTemp.GetComponent <MySuffererController>().GetPhase(); for (int i = 0; i < isOccupy.Length; i++) { if (tempPhase == MySuffererController.ePhase.eRoom1 && isOccupy[i] == false) { isOccupy[i] = true; goTemp.GetComponent <MySuffererController>().SetPhase(MySuffererController.ePhase.eRoom2Pre, i); break; } } } } }
//Vector3 bar = default(Vector3) public void SetPhase(MySuffererController.ePhase _newPhase, Vector3 v3Destination, int opt) { if (_newPhase == ePhase.eRoom2Pre) { wayPointPos = myWayPointRoom2SE[0].transform.position; totalWayPointCnt = myWayPointsRoom2.Length; //iMyBedNumber = ( opt != -1) ? opt : 0; iMyBedNumber = opt; } else if (_newPhase == ePhase.eRoom2) { wayPointPos = v3Destination; } else if (_newPhase == ePhase.eExit) { wayPointPos = myWayPointRoom2SE[1].transform.position; } nowWayPointIdx = 0; phase = _newPhase; }
public void SetPhase(MySuffererController.ePhase _newPhase, Vector3 v3Destination) { SetPhase(_newPhase, v3Destination, -1); }
public void SetPhase(MySuffererController.ePhase _newPhase, int opt = -1) { Vector3 tempV3 = new Vector3(0f, 0f, 0f); SetPhase(_newPhase, tempV3, opt); }