コード例 #1
0
 // Use this for initialization
 void Start()
 {
     moving   = false;
     aggro    = false;
     offset   = Vector3.back * hoverHeight;
     planeMan = FindObjectOfType <PlaneManagement>();
 }
コード例 #2
0
    override public void InteractionAction()
    {
        PlaneManagement planeMan = FindObjectOfType <PlaneManagement>();

        planeMan.map = true;
        print("Map changed");
        print(planeMan.map);
        SceneManager.LoadSceneAsync(mapName);
    }
コード例 #3
0
    /*   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);
    }
コード例 #4
0
 // 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;
 }
コード例 #5
0
 // 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);
             }
         }
     }
 }
コード例 #6
0
    // 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);
    }
コード例 #7
0
 void CheckAgain()
 {
     planeMan = FindObjectOfType <PlaneManagement>();
 }