private void Spawn(float timeRemaining) //mod by ESA, { // Get a reference to a target instance from the object pool. GameObject target = m_TargetObjectPool.GetGameObjectFromPool(); //make the field collider the parent of the target target.transform.parent = m_FieldCollider.transform; Vector3 randomPosition = balloonPositions[getRandomIndex()]; // Set the target's position to a random position. localPosition ensures relative positioning target.transform.localPosition = randomPosition; //scale the balloon box collider according to the grid size target.GetComponent <BoxCollider>().size = new Vector3(gridScale, gridScale, 0.1f); //gridScale is determined inside makeGrids // Find a reference to the ShootingTarget script on the target gameobject and call it's Restart function. ShootingTarget shootingTarget = target.GetComponent <ShootingTarget>(); shootingTarget.Restart(timeRemaining); //assign originalradialposition to the center of the target's collider, where the radial will be placed // shootingTarget.originalradialposition = originalradialposition; //Radial stuff// //assign radialposition to the same place as target // shootingTarget.radialposition = randomPosition; //supply the target with a reference to the selection radial being used target.GetComponent <ShootingTarget>().m_SelectionRadial = m_SelectionRadial; //restart the fill on the selection radial target.GetComponent <ShootingTarget>().m_SelectionRadial.Unfill(); //Eye tracking stuff// //supply the target with a reference to the SelectionGaze script being used target.GetComponent <ShootingTarget>().m_SelectionGaze = m_SelectionGaze; //reset the gazeselecting processs target.GetComponent <ShootingTarget>().m_SelectionGaze.resetGaze(); //End// // Subscribe to the OnRemove event. shootingTarget.OnRemove += HandleTargetRemoved; }
private void Spawn(float timeRemaining) { // Get a reference to a target instance from the object pool. GameObject target = m_TargetObjectPool.GetGameObjectFromPool(); // Set the target's position to a random position. target.transform.position = SpawnPosition(); // Find a reference to the ShootingTarget script on the target gameobject and call it's Restart function. ShootingTarget shootingTarget = target.GetComponent <ShootingTarget>(); shootingTarget.Restart(timeRemaining); // Subscribe to the OnRemove event. shootingTarget.OnRemove += HandleTargetRemoved; }
private void Spawn(float timeRemaining) { // Get a reference to a target instance from the object pool. GameObject target = m_TargetObjectPool.GetGameObjectFromPool(); // Set the target's position to a random position. target.transform.position = SpawnPosition(); // Znajdź odwołanie do skryptu ShootingTarget na 'cel' typu gameobject i ?nazywaj? to funkcją Restart. | Find a reference to the ShootingTarget script on the target gameobject and call it's Restart function. ShootingTarget shootingTarget = target.GetComponent <ShootingTarget>(); shootingTarget.Restart(timeRemaining); /*ShootingTarget2 shootingTarget2 = target.GetComponent<ShootingTarget2>(); * shootingTarget.Restart(timeRemaining);*/ // Subscribe to the OnRemove event. shootingTarget.OnRemove += HandleTargetRemoved; }