// Use this for initialization void Start() { moving = false; aggro = false; offset = Vector3.back * hoverHeight; planeMan = FindObjectOfType <PlaneManagement>(); }
override public void InteractionAction() { PlaneManagement planeMan = FindObjectOfType <PlaneManagement>(); planeMan.map = true; print("Map changed"); print(planeMan.map); SceneManager.LoadSceneAsync(mapName); }
/* void OnTriggerEnter2D(Collider2D coll) * { * print ("collision"); * if(coll.gameObject.tag == "Player") * { * PlaneManagement planeMan = FindObjectOfType<PlaneManagement>(); * planeMan.map = true; * print ("Map changed"); * print(planeMan.map); * SceneManager.LoadSceneAsync (mapName); * } * }*/ void SwitchMap() { PlaneManagement planeMan = FindObjectOfType <PlaneManagement>(); planeMan.map = true; print("Map changed"); print(planeMan.map); SceneManager.LoadSceneAsync(mapName); }
// Use this for initialization void Start() { boost = maxBoost; trueMinSpeed = minSpeed; trueMaxSpeed = maxSpeed; anim = GetComponent <Animator> (); rb = GetComponent <Rigidbody2D> (); forwardVelocity = maxSpeed; rb.velocity = transform.right * forwardVelocity; planeMan = FindObjectOfType <PlaneManagement> (); Invoke("CheckAgain", .05f); midDodge = false; }
// Update is called once per frame void Update() { Collider2D[] playerOverlap = new Collider2D[5]; thisCollider.OverlapCollider(playerFilter, playerOverlap); foreach (Collider2D playerObject in playerOverlap) { if (playerObject) { GameObject other = playerObject.gameObject; if (other.tag == "Plane" && Input.GetKeyDown(KeyCode.F) && !loading) { loading = true; print(other.transform.position); planeMan = FindObjectOfType <PlaneManagement> (); planeMan.landingPosition = other.transform.position + 1 * Vector3.back; planeMan.planeRotation = other.transform.rotation; planeMan.map = false; SceneManager.LoadSceneAsync(townName); } } } }
// Use this for initialization void OnEnable() { if (GetComponent <TrailRenderer>()) { GetComponent <TrailRenderer>().Clear(); } hopDelay = Random.Range(0, hopWaitTime); EnemyFire = GetComponent <BasicEnemyFire>(); slitherDir = 1; if (player == null) { player = FindObjectOfType <PlaneFlight>().gameObject; } if (pHolder) { //print("Patrol extracted"); patrol = pHolder.patrol; patrolIndex = 0; float nearestDistance = 1000f; for (int i = 0; i < patrol.Length; ++i) { if ((transform.position - patrol[i].position).magnitude < nearestDistance) { nearestDistance = (transform.position - patrol[i].position).magnitude; patrolIndex = i; } } target = patrol[patrolIndex].gameObject; } else if (followPlayer && player) { target = player; } else if (!target) { target = gameObject; } rb = GetComponent <Rigidbody2D> (); planeMan = FindObjectOfType <PlaneManagement> (); if (followPlayer) { playerCollider = player.GetComponent <Collider2D>(); } fighting = false; // for testing purposes, makes sure it's keeping track of the right plane manager Invoke("CheckAgain", .05f); if (followPlayer) { if (moveParent) { foreach (Collider2D child in transform.parent.GetComponentsInChildren <Collider2D>()) { Physics2D.IgnoreCollision(child, playerCollider, true); } } else { Physics2D.IgnoreCollision(GetComponent <Collider2D>(), playerCollider, true); } } originalOffset = offset; moving = false; UpdateOffsets(true); }
void CheckAgain() { planeMan = FindObjectOfType <PlaneManagement>(); }