private void FindClosestObject() { lastClosestObject = closestObject; float closestDistance = float.MaxValue; foreach (ObjectMover moveable in availableObjects) { float currentDistance = Vector3.Magnitude(this.transform.position - moveable.GetTransform().position); if (currentDistance < closestDistance) { closestDistance = currentDistance; closestObject = moveable; } } if (lastClosestObject != null && lastClosestObject != closestObject && !lastClosestObject.GetGrabbed()) { lastClosestHighlighter.TurnHighlightOff(); } if (!closestHighlighter.GetHighlightOn() || (!closestObject.GetGrabbed() && closestHighlighter.GetHighlightColor() != selectColor)) { closestHighlighter.TurnHighlightOn(selectColor); } }
private void Start() { //init communcation channels textCommChannel = CommunicationChannelFactory.Make2WayTextChannel() as TextCommunicationChannel; oneWayCommChannel = CommunicationChannelFactory.MakeOneWayTextChannel() as OneWayTextCommunication; roomExitCommChannel = CommunicationChannelFactory.MakeRoomExitPathChannel() as RoomExitPathCommChannel; oneWayTimedComm = CommunicationChannelFactory.MakeOneWayTimedChannel() as OneWayTimedCommChannel; stillnessTimedComm = CommunicationChannelFactory.MakeTimedStillnessChannel() as StillnessTimedCommChannel; //init object mover objectMover = ObjectMover.CreateObjectMover(); playerCurrentCoords = player.MazeCellCoords; //start out not in communcation aiCommState = AICommunicationState.NotInCommuncation; aiAlignmentState = AIAlignmentState.Neutral; //initialize list of possible actions (for each state) InitializeActionLists(); roomsRequestedIn = new Dictionary <IntVector2, bool>(); rng = new System.Random(); }
private void Start() { //init communcation channels textCommChannel = CommunicationChannelFactory.Make2WayTextChannel() as TextCommunicationChannel; oneWayCommChannel = CommunicationChannelFactory.MakeOneWayTextChannel() as OneWayTextCommunication; roomExitCommChannel = CommunicationChannelFactory.MakeRoomExitPathChannel() as RoomExitPathCommChannel; oneWayTimedComm = CommunicationChannelFactory.MakeOneWayTimedChannel() as OneWayTimedCommChannel; stillnessTimedComm = CommunicationChannelFactory.MakeTimedStillnessChannel() as StillnessTimedCommChannel; //init object mover objectMover = ObjectMover.CreateObjectMover(); playerCurrentCoords = player.MazeCellCoords; //start out not in communcation aiCommState = AICommunicationState.NotInCommuncation; aiAlignmentState = AIAlignmentState.Neutral; //initialize list of possible actions (for each state) InitializeActionLists(); roomsRequestedIn = new Dictionary<IntVector2, bool>(); rng = new System.Random(); }
void Start() { SpriteRenderer sr = GetComponent <SpriteRenderer>(); ObjectMover om = GetComponent <ObjectMover>(); transform.position = new Vector2(Random.Range(35, 81), Random.Range(-10, 11)); sr.sprite = skins[Random.Range(0, skins.Count)]; if (Random.Range(1, 6) == 1) { sr.flipX = true; } int randScale = 0; int randWayBack = 0; if (Random.Range(1, 5) == 1) { randScale = Random.Range(35, 41); transform.localScale = new Vector2(randScale, randScale); sr.sortingOrder = 20; om.velocity = Random.Range(5, 11); randWayBack = Random.Range(110, 200); om.repeatAfter = randWayBack; om.backPoints = randWayBack; } else { randScale = Random.Range(17, 21); transform.localScale = new Vector2(randScale, randScale); sr.sortingOrder = -20; om.velocity = Random.Range(1, 11); randWayBack = Random.Range(110, 200); om.repeatAfter = randWayBack; om.backPoints = randWayBack; } }
public void setmovetarget() { if (Main.config.objectsMoveStep > 0f) { $"Target: {ObjectMover.findTarget()?.name ?? "null"}".onScreen(); } }
public void SetValues(float range, float time, AnimationCurve curve, ObjectMover objectMover) { this.range = range; this.time = time; this.curve = curve; this.objectMover = objectMover; }
void Start() { if (MovableObject != null) { MoverScript = MovableObject.GetComponent <ObjectMover>(); } }
// Update is called once per frame void Update() { if (grabbedObject == null) { if (availableObjects.Count > 0) { FindClosestObject(); //Debug.Log("Closest Object to Hand " + this.name + ": " + closestObject.GetGameObject().name); } else if (closestObject != null) { if (lastClosestObject != null && !lastClosestObject.GetGrabbed()) { lastClosestHighlighter.TurnHighlightOff(); lastClosestObject = null; } if (!closestObject.GetGrabbed()) { closestHighlighter.TurnHighlightOff(); } closestObject = null; } } if (padClicked) { MoveCharacter(); } }
private void Start() { mover = GetComponent <ObjectMover>(); animator = GetComponentInChildren <Animator>(); ccollider = GetComponentInChildren <Collider>(); TimeManager.OnTimePassed += TimeManager_OnTimePassed; }
void Awake() { _animator = GetComponent <Animator> (); _objectMover = GetComponentInParent <ObjectMover> (); _enemyLayer = LayerMask.NameToLayer("Enemy"); _stunnedLayer = LayerMask.NameToLayer("Stunned"); }
void SpawnObject() { Quaternion objectRotation = Quaternion.Euler(0, (m_Direction == ObjectMover.Direction.Forward) ? 0 : 180, 0); GameObject spawnedObject = GameObject.Instantiate(m_ObjectPrefab, transform.position, objectRotation) as GameObject; ObjectMover spawnedObjectMover = spawnedObject.GetComponent <ObjectMover>(); spawnedObjectMover.m_Direction = m_Direction; }
// Use this for initialization void Start() { this.NavPointFollower = GetComponentInChildren <ObjectMover> (); //setting agent this.agent = GetComponent <NavMeshAgent> (); this.waypoint = GameObject.FindWithTag("Player").transform; }
private void OnTriggerExit(Collider other) { ObjectMover moveableObject = other.GetComponent <ObjectMover>(); if (moveableObject != null && moveableObject != grabbedObject) { availableObjects.Remove(moveableObject); } }
private void Start() { animator = GetComponent <Animator>(); Attributes = GetComponent <UnitAttributes>(); Mover = GetComponent <ObjectMover>(); MaxHealth = gameObject.GetComponent <UnitAttributes>().GetAttributeValue(Attribute.MaxHealth); Health = MaxHealth; }
private void Mover_OnChangeState(ObjectMover mover) { if (mover.IsMoving) { return; } animator.SetBool("Walk", false); ccollider.enabled = true; mover.OnChangeState -= Mover_OnChangeState; }
private void Awake() { ani = GetComponent <Animator>(); om = gameObject.GetComponent(typeof(ObjectMover)) as ObjectMover; // Set random speed for this one object speed = Random.Range(minSpeed, maxSpeed); om.setSpeed(speed); nextFootPrint = footprintSpace; }
private void OnMoverStateChanged(ObjectMover mover) { if (mover.IsMoving) { return; } currentPatrolPointIndex++; currentPatrolPointIndex = currentPatrolPointIndex >= PatrolRoute.Length ? 0 : currentPatrolPointIndex; mover.Target = PatrolRoute[currentPatrolPointIndex]; }
public void ChangeSpeed(float newSpeed) { for (int i = 0; i < indexSpawnedObjects.Count; i++) { int index = indexSpawnedObjects[i]; ObjectMover om = createdObjects[index].GetComponent <ObjectMover>(); if (om != null) { om.gameSpeed = newSpeed; } } }
public void moveobject(float dx, float dy, float dz) { if (Main.config.objectsMoveStep == 0f) { return; } var offset = new Vector3(dx, dy, dz) * Main.config.objectsMoveStep; if (!ObjectMover.moveObject(offset)) { "No target is selected!".onScreen(); } }
// events private void OnTriggerEnter(Collider other) { ObjectMover moveableObject = other.GetComponent <ObjectMover>(); if (moveableObject != null && !availableObjects.Contains(moveableObject)) { //Debug.Log("Adding object " + other.name + " to Hand " + this.name + " available objects."); availableObjects.Add(moveableObject); } else { //Debug.Log("No moveable object found."); } }
private void Awake() { col = GetComponent <Collider2D>(); if (!(mover = GetComponent <ObjectMover>())) { mover = gameObject.AddComponent <ObjectMover>(); } col.isTrigger = false; mover.stopOnHit = false; center = transform.position + (Vector3)(direction * speed * change) / 2; }
private void Reset() { //Const Values col = GetComponent <Collider2D>(); if (!(mover = GetComponent <ObjectMover>())) { mover = gameObject.AddComponent <ObjectMover>(); } col.isTrigger = false; mover.stopOnHit = false; }
private void Awake() { ani = GetComponent <Animator>(); gc = FindObjectOfType <GeneratorController>(); om = gameObject.GetComponent(typeof(ObjectMover)) as ObjectMover; om.setSpeed(speed); sound = FindObjectOfType <SoundController>(); if (!Settings.getMusic()) { //disable the music music.SetFloat("musicVol", -80f); } nextFootPrint = footprintSpace; }
private void Awake() { mover = GetComponent <ObjectMover>(); if (PatrolRoute != null && PatrolRoute.Length > 0) { mover.OnChangeState += OnMoverStateChanged; mover.Target = PatrolRoute[0]; } player = GameObject.FindGameObjectWithTag("Player").transform; if (!player) { this.enabled = false; } }
private void Awake() { if (!(capCol = GetComponent <CapsuleCollider2D>())) { capCol = gameObject.AddComponent <CapsuleCollider2D>(); } if (!(mover = GetComponent <ObjectMover>())) { mover = gameObject.AddComponent <ObjectMover>(); } capCol.isTrigger = true; }
private void Reset() { //Const Values if (!(capCol = GetComponent <CapsuleCollider2D>())) { capCol = gameObject.AddComponent <CapsuleCollider2D>(); } if (!(mover = GetComponent <ObjectMover>())) { mover = gameObject.AddComponent <ObjectMover>(); } capCol.isTrigger = true; }
public void Release() { if (grabbedObject) { Debug.Log("Hand: " + this.name + " has called Release()"); HighlightController grabbedHighlighter = grabbedObject.GetGameObject().GetComponent <HighlightController>(); grabbedHighlighter.TurnHighlightOff(); grabbedObject.Release(); grabbedObject = null; } else { return; } }
//This region contains code for ending the game. //There are currently 3 types of endings the AI can initiate. #region //start off the end of the game. ending changes depending on ai state. private void FlyoverMonologueEnding() { Debug.LogError("about to close doors in cell monologueending"); maze.CloseDoorsInCell(playerCurrentCoords); player.PermanentlyFreezePlayer(); SendMessageToPlayer(GameLinesTextGetter.GetEndingMonologue(AIAlignmentState.Neutral), oneWayCommChannel); ObjectMover objMoverTwo = ObjectMover.CreateObjectMover(); objectMover.MoveObjectStraightLine(player.gameObject, new Vector3(0, 2.0f, 0), 1f); Action <GameObject> setGameOverFlag = (obj => gameOver = true); objMoverTwo.SpinObject(player.gameObject, 600f, 30f, setGameOverFlag); maze.StartRandomizingMaze(2.0f); }
private void ConvertDataToRoom(RoomData roomData) { ObjectMover.hasPlaced = false; GameObject room = roomPrefabs.Where(roomPrefab => roomPrefab.GetComponent <ObjectScript>().objectNum == roomData.objectNum).Select(roomPrefab => Instantiate(roomPrefab, new Vector3(roomData.x, roomData.y, 0), Quaternion.identity)).FirstOrDefault(); ObjectMover om = room.GetComponent <ObjectMover>(); ObjectScript os = room.GetComponent <ObjectScript>(); RoomStats roomStats = room.GetComponent <RoomStats>(); os.ResetData(); om.TurnOffBeingDragged(); os.preplacedRoom = roomData.isPrePlaced; roomStats.usedRoom = roomData.usedRoom; roomStats.ChangeRoomLevel(roomData.roomLevel); // starts at 1 so only change if greater than 1 roomStats.currentCrew = roomData.crew; if (!roomStats.flatOutput) { StartCoroutine(UpdateRoomStat(roomStats, roomData)); } room.transform.GetChild(0).transform.Rotate(0, 0, -90 * (roomData.rotation - 1)); if ((os.shapeType != 0 || os.shapeType != 1 || os.shapeType != 3) && (os.rotAdjust == 1 || os.rotAdjust == 3) && (roomData.rotation == 2 || roomData.rotation == 4)) { room.transform.GetChild(0).transform.position += os.rotAdjustVal; } else if ((os.shapeType != 0 || os.shapeType != 1 || os.shapeType != 3) && (os.rotAdjust == 2 || os.rotAdjust == 4) && (roomData.rotation == 1 || roomData.rotation == 3)) { room.transform.GetChild(0).transform.position -= os.rotAdjustVal; } os.rotAdjust = roomData.rotation; om.UpdateMouseBounds(os.boundsDown, os.boundsUp, os.boundsLeft, os.boundsRight); ObjectMover.hasPlaced = true; om.enabled = false; room.transform.GetChild(0).gameObject.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 1); StartCoroutine(UpdateSpotChecker(room, roomData.isPrePlaced, roomData.rotation)); }
void ChangeSpeed() { if (!changeSpeed) { return; } for (int i = 0; i < createdObjects.Count; i++) { ObjectMover om = createdObjects[i].GetComponent <ObjectMover>(); if (om == null) { return; } om.speed = speed; } }
internal void HoverCard(CardObject card, bool isHovered) { if (card == selectedCard) { return; } ObjectMover mover = card.GetComponent <ObjectMover>(); if (!isHovered) { mover.ResetPosition(); } else { mover.MoveToOffset(hoverOffset); } }
public void processCollision(ObjectMover mover, Collision collision) { float damageStandard = collision.relativeVelocity.magnitude; EnergyManager.em.loseEnergy(damageStandard); }