public void load() { GameObject[] objects = GameObject.FindObjectsOfType <GameObject> (); foreach (GameObject o in objects) { if (!o.tag.Equals("MainCamera") && !o.tag.Equals("Player") && !o.tag.Equals("Shadow") && o.layer != 5) { o.SetActive(false); Destroy(o); } } GameObject _prefab = Resources.Load <GameObject> ("Tiles/" + levelName); Debug.Log(_prefab); GameObject gridBgPrefab = (GameObject)Instantiate(_prefab, new Vector3(0f, 0f, 0f), Quaternion.identity); GameObject.Find("Character").transform.position = start; int index = 0; if (GameObject.Find("Character").GetComponent <PlayerScript> ().shadows [0].GetComponent <SpriteAnim> ().loops > 0) { index = 1; } foreach (GameObject shadow in GameObject.Find("Character").GetComponent <PlayerScript> ().shadows) { shadow.GetComponent <SpriteRenderer> ().sprite = GameObject.Find("Character").GetComponent <PlayerScript> ().shadows [index].GetComponent <SpriteRenderer> ().sprite; } GameObject.Find("Character").GetComponent <PlayerScript> ().trail.Clear(); int triangle_head = 0; for (int i = 0; i < this.objects.Length; i++) { if (this.objects[i] == "triangle pair") { //spawn the triangles GameObject obj = Resources.Load <GameObject>("Prefabs/triangle"); GameObject obj2 = Resources.Load <GameObject>("Prefabs/triangle2"); triangle a_triangle = Instantiate(obj, this.triangle_locations[triangle_head], new Quaternion(0, 0, 0, 0)).gameObject.GetComponent <triangle>(); triangle2 a_triangle2 = Instantiate(obj2, this.triangle_locations[triangle_head + 1], new Quaternion(0, 0, 0, 0)).gameObject.GetComponent <triangle2>(); a_triangle.sibling = a_triangle2; a_triangle2.sibling = a_triangle; triangle_head += 2; // set the triangle head up } else // not instantiating a triangle { GameObject obj = Resources.Load <GameObject> (this.objects[i]); Instantiate(obj); obj.transform.position = locations[i]; } } }
// Update is called once per frame void Update() { if (this.sibling.gameObject.activeSelf == false) { wait--; if (wait <= 0) // create a new one { Vector3 val = this.transform.position + new Vector3(rnd.Next(-6, 6), rnd.Next(-6, 6), 0); sibling = Instantiate(other_triangle, val, new Quaternion(0, 0, 0, 0)).gameObject.GetComponent <triangle2>(); sibling.sibling = this; } } else { wait = 5; } }
return(!(Cross(triangle1, triangle2) || Cross(triangle2, triangle1)));