// Update is called once per frame void Update() { Text numberText = numberobj[0].GetComponent <Text> (); // print (numberText.text); if (("$" + numberText.text) == text.text) { correct = true; } if (this.transform.position.x < -0.5f && still == false) { animatorController.SetBool("walking", true); this.transform.Translate(Vector3.forward * Time.deltaTime); } else if (this.transform.position.x > -0.5f || still == true) { animatorController.SetBool("walking", false); transform.rotation = Quaternion.AngleAxis(145, Vector3.up); if (correct == true) { animatorController.SetBool("walking", true); transform.rotation = Quaternion.AngleAxis(80, Vector3.up); this.transform.Translate(Vector3.forward * Time.deltaTime); PeopleSpawner spawnerScript = (PeopleSpawner)spawn.GetComponent(typeof(PeopleSpawner)); spawnerScript.getCorrect(true); } } }
void Awake() { instance = this; activePeople = new List <PersonBehavior> (); spawnTimers = new List <float> (); spawnPoints = SpawnPointManager.GetPath(); peopleLayer = LayerMask.NameToLayer("People"); peopleParent = new GameObject("People Instances").transform; }
// Use this for initialization void Start() { stateManager = GetComponent <NPCState>(); SpawnManager = transform.parent.parent.parent.GetComponent <PeopleSpawner>(); monsterManager = transform.parent.parent.parent.GetComponent <MonsterSpawner>(); player = GameObject.FindGameObjectWithTag("Player").transform; monster = GameObject.FindGameObjectWithTag("monster").transform; animator = GetComponent <Animator>(); navMeshAgent = GetComponent <NavMeshAgent>(); halo = (Behaviour)gameObject.GetComponent("Halo"); city = GameObject.FindGameObjectWithTag("city").transform; getExitScript = city.GetComponent <MonsterSpawner>(); exits = monsterManager.exits; }
protected override void DeathEffect(GameObject obj) { Instantiate(explodeEffect, transform.position, Quaternion.identity); GameObject spawner = Instantiate(peopleSpawner, Vector3.zero, Quaternion.identity); PeopleSpawner p = spawner.GetComponent <PeopleSpawner>(); p.SetUp(transform.position); Instantiate(fireEffect, transform); isDeath = true; float distance = 100; transform.DOMove(new Vector3(transform.position.x + transform.right.x * distance, 0, transform.position.z + transform.right.z * distance), 10).OnComplete(() => DestroyObject()); transform.DOLocalRotate(new Vector3(10, transform.rotation.y + 1200, 30), 8.5f, RotateMode.FastBeyond360).SetEase(Ease.Linear); //StartCoroutine("DeathMove"); }
static void AssignPreset() { GameObject person = Selection.activeGameObject; CharacterCustomization appearance = person.GetComponent <CharacterCustomization> (); GameObject spawner = GameObject.Find("PeopleSpawner"); if (spawner == null) { EditorUtility.DisplayDialog("Spawner inactive", "Set PeopleSpawner active and try again", "OK"); return; } AppearancePreset preset = new AppearancePreset(appearance); PeopleSpawner script = spawner.GetComponent <PeopleSpawner> (); script.heroPreset = preset; DestroyImmediate(person); }
void Awake() { instance = this; instances = new List<GameObject>(); }