//for moving object based on gaze coordinates from tracker //based on resolution of window //receives object, renderer, bounds script, and data script //returns vector3 position in world coordinates public Vector3 positionObjectWithRendererBoundsData(GameObject theObject, Renderer theRenderer, BoundsCheck theBounds, EyeXGazePoint theData) { //check bounds //use the object with the outermost bounds and a renderer to make the check Vector3 boundsVector = theBounds.checkBoundsForRenderer(theRenderer, theData.Viewport); //convert viewport vector to world position vector Vector3 worldPos = Camera.main.ViewportToWorldPoint(boundsVector); worldPos.z = theObject.transform.position.z; //maintain z position for object //return new world position return worldPos; }
private void Awake() { cube = transform.Find("Cube").gameObject; letter = GetComponent <TextMesh>(); rigid = GetComponent <Rigidbody>(); bndCheck = GetComponent <BoundsCheck>(); cubeRend = GetComponent <Renderer>(); Vector3 vel = Random.onUnitSphere; // get random XYZ velocity vel.z = 0; // flatten the vel to the XY plane vel.Normalize(); // Normalizing a Vector3 makes it length 1m vel *= Random.Range(driftMinMax.x, driftMinMax.y); rigid.velocity = vel; transform.rotation = Quaternion.identity; // set the rotation to [0,0,0] or no rotation //set up the rotPerSecond for the Cube child using rotMinMax x & y rotPerSecond = new Vector3(Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y)); birthTime = Time.time; }
private void Awake() { S = this; _bndCheck = GetComponent <BoundsCheck>(); Invoke("SpawnEnemy", 1f / enemySpawnPeriod); //A generic dictionary with WeaponType as the key WEAP_DICT = new Dictionary <WeaponType, WeaponDefinition>(); foreach (WeaponDefinition def in weaponDefinitions) { WEAP_DICT[def.type] = def; //In the dictionary we are attaching the specifications (value) of each weapon to the weapon name(key) } GameObject.Find("Score").GetComponent <UnityEngine.UI.Text>().text = "Score: " + score; // Check for a high score in PlayerPrefs if (PlayerPrefs.HasKey("highScore")) { GameObject.Find("HighScore").GetComponent <UnityEngine.UI.Text>().text = "High Score: " + PlayerPrefs.GetInt("highScore"); } else { PlayerPrefs.SetInt("highScore", 0); } }
private void Awake() { cube = transform.Find("Cube").gameObject; letter = GetComponent <TextMesh>(); _rigid = GetComponent <Rigidbody>(); _bndCheck = GetComponent <BoundsCheck>(); _cubeRend = cube.GetComponent <Renderer>(); Vector3 vel = Random.onUnitSphere; vel.z = 0; vel.Normalize(); vel *= Random.Range(driftMinMax.x, driftMinMax.y); _rigid.velocity = vel; transform.rotation = Quaternion.identity; rotPerSecond = new Vector3(Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y)); birthTime = Time.time; }
private void Awake() { S = this; _bndCheck = GetComponent <BoundsCheck>(); Invoke("SpawnEnemy", 1f / enemySpawnPeriod); }
private void Awake() { S = this; // Set bndCheck to reference the BoundsCheck component on this GameObject _bndCheck = GetComponent <BoundsCheck>(); // Invoke SpawnEnemy() once (in 2 seconds, based on default values) Invoke(nameof(SpawnEnemy), 1f / enemySpawnPerSecond); WEAP_DICT = new Dictionary <WeaponType, WeaponDefinition>(); foreach (var def in weaponDefinitions) { WEAP_DICT[def.type] = def; } pausePanel.SetActive(false); if (PlayerPrefs.GetInt("bronzeLevelRound") == 1) { PlayerPrefs.SetInt("enemy4fireshow", 0); } // Debug.Log("GAME MODE IS: " + PlayerPrefs.GetInt("gameMode") + "BRONZE LEVEL: " + PlayerPrefs.GetInt("bronzeLevelRound")); if (PlayerPrefs.GetInt("bronzeLevelRound") == 2) { PlayerPrefs.SetInt("enemy4fireshow", 1); if (PlayerPrefs.GetInt("enemy0show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); } else { Debug.Log("passing1"); if (PlayerPrefs.GetInt("enemy1show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetString("enemy1color", "enemy1grey"); } else { Debug.Log("passing2"); if (PlayerPrefs.GetInt("enemy2show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetInt("enemy2show", 1); PlayerPrefs.SetString("enemy2color", "enemy2grey"); } else { Debug.Log("passing3"); if (PlayerPrefs.GetInt("enemy3show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetInt("enemy2show", 1); PlayerPrefs.SetInt("enemy3show", 1); PlayerPrefs.SetString("enemy3color", "enemy3grey"); } else { Debug.Log("passing4"); if (PlayerPrefs.GetInt("enemy4show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetInt("enemy2show", 1); PlayerPrefs.SetInt("enemy3show", 1); PlayerPrefs.SetInt("enemy4show", 1); PlayerPrefs.SetString("enemy4color", "enemy4grey"); } } } } } } if (PlayerPrefs.GetInt("bronzeLevelRound") == 3) { PlayerPrefs.SetInt("enemy4fireshow", 1); if (PlayerPrefs.GetInt("enemy0show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); } else { if (PlayerPrefs.GetInt("enemy1show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetString("enemy1color", "enemy1grey"); } else { if (PlayerPrefs.GetInt("enemy2show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetInt("enemy2show", 1); PlayerPrefs.SetString("enemy2color", "enemy2grey"); } else { if (PlayerPrefs.GetInt("enemy3show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetInt("enemy2show", 1); PlayerPrefs.SetInt("enemy3show", 1); PlayerPrefs.SetString("enemy3color", "enemy3grey"); } else { if (PlayerPrefs.GetInt("enemy4show") == 0) { PlayerPrefs.SetInt("enemy0show", 1); PlayerPrefs.SetInt("enemy1show", 1); PlayerPrefs.SetInt("enemy2show", 1); PlayerPrefs.SetInt("enemy3show", 1); PlayerPrefs.SetInt("enemy4show", 1); PlayerPrefs.SetString("enemy4color", "enemy4grey"); } } } } } } var weaponFireSound = Resources.Load <AudioClip>("weapon_player"); fireSound.clip = weaponFireSound; changeBackground(); winScoreText.text = PlayerPrefs.GetInt("winScore").ToString(); PlayerPrefs.SetInt("currentScore", 0); displayHighScore.GetComponent <Text>().text = (PlayerPrefs.GetInt("currentScore")).ToString(); if (PlayerPrefs.GetInt("enemy0show") != 0) { prefabEnemies[0] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy0color")) as GameObject); prefabEnemies[1] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy0color")) as GameObject); prefabEnemies[2] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy0color")) as GameObject); prefabEnemies[3] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy0color")) as GameObject); prefabEnemies[4] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy0color")) as GameObject); prefabEnemies[5] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy0color")) as GameObject); } if (PlayerPrefs.GetInt("enemy1show") != 0) { prefabEnemies2[0] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy1color")) as GameObject); prefabEnemies2[1] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy1color")) as GameObject); prefabEnemies2[2] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy1color")) as GameObject); prefabEnemies2[3] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy1color")) as GameObject); prefabEnemies2[4] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy1color")) as GameObject); prefabEnemies2[5] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy1color")) as GameObject); } if (PlayerPrefs.GetInt("enemy2show") != 0) { prefabEnemies3[0] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy2color")) as GameObject); prefabEnemies3[1] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy2color")) as GameObject); prefabEnemies3[2] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy2color")) as GameObject); prefabEnemies3[3] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy2color")) as GameObject); prefabEnemies3[4] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy2color")) as GameObject); prefabEnemies3[5] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy2color")) as GameObject); } if (PlayerPrefs.GetInt("enemy3show") != 0) { prefabEnemies4[0] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy3color")) as GameObject); prefabEnemies4[1] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy3color")) as GameObject); prefabEnemies4[2] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy3color")) as GameObject); prefabEnemies4[3] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy3color")) as GameObject); prefabEnemies4[4] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy3color")) as GameObject); prefabEnemies4[5] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy3color")) as GameObject); } if (PlayerPrefs.GetInt("enemy4show") != 0) { prefabEnemies6[0] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy4color")) as GameObject); prefabEnemies6[1] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy4color")) as GameObject); prefabEnemies6[2] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy4color")) as GameObject); prefabEnemies6[3] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy4color")) as GameObject); prefabEnemies6[4] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy4color")) as GameObject); prefabEnemies6[5] = (Resources.Load("_Prefabs/" + PlayerPrefs.GetString("enemy4color")) as GameObject); } if (PlayerPrefs.GetInt("enemy4fireshow") != 0) { prefabEnemies5[0] = (Resources.Load("_Prefabs/" + "enemy4redFire") as GameObject); prefabEnemies5[1] = (Resources.Load("_Prefabs/" + "enemy4redFire") as GameObject); prefabEnemies5[2] = (Resources.Load("_Prefabs/" + "enemy4redFire") as GameObject); prefabEnemies5[3] = (Resources.Load("_Prefabs/" + "enemy4redFire") as GameObject); prefabEnemies5[4] = (Resources.Load("_Prefabs/" + "enemy4redFire") as GameObject); prefabEnemies5[5] = (Resources.Load("_Prefabs/" + "enemy4redFire") as GameObject); } }
void Awake() { bndCheck = GetComponent <BoundsCheck>(); }
void Awake() { S = this; bndCheck = GetComponent <BoundsCheck>(); Invoke("SpawnEnemy", 1f / enemySpawnPerSecond); }
protected void Awake() { boundsCheck = GetComponent <BoundsCheck>(); //boundsCheck.keepOnScreen = false; }
void Awake() { bndCheck = GetComponent <BoundsCheck>(); //checks to see if BoundsCheck script is attached, if not bndCheck set to NULL }
void Awake() { bndCheck = GetComponent <BoundsCheck>(); materials = Utils.GetAllMaterials(gameObject); orginalColors = new Color[materials.Length]; for (int i = 0; i < materials.Length; i++) { if (gameObject.name.Equals("Enemy_0(Clone)")) { if (Main.E0color.Equals("blue")) { orginalColors[i] = Color.blue; } else if (Main.E0color.Equals("yellow")) { orginalColors[i] = Color.yellow; } else if (Main.E0color.Equals("green")) { orginalColors[i] = Color.green; } else { orginalColors[i] = Color.white; } } else if (gameObject.name.Equals("Enemy_1(Clone)")) { if (Main.E1color.Equals("blue")) { orginalColors[i] = Color.blue; } else if (Main.E1color.Equals("yellow")) { orginalColors[i] = Color.yellow; } else if (Main.E1color.Equals("green")) { orginalColors[i] = Color.green; } else { orginalColors[i] = Color.white; } } else if (gameObject.name.Equals("Enemy_2(Clone)")) { if (Main.E2color.Equals("blue")) { orginalColors[i] = Color.blue; } else if (Main.E2color.Equals("yellow")) { orginalColors[i] = Color.yellow; } else if (Main.E2color.Equals("green")) { orginalColors[i] = Color.green; } else { orginalColors[i] = Color.white; } } else if (gameObject.name.Equals("Enemy_3(Clone)")) { if (Main.E3color.Equals("blue")) { orginalColors[i] = Color.blue; } else if (Main.E3color.Equals("yellow")) { orginalColors[i] = Color.yellow; } else if (Main.E3color.Equals("green")) { orginalColors[i] = Color.green; } else { orginalColors[i] = Color.white; } } else { if (Main.E4color.Equals("blue")) { orginalColors[i] = Color.blue; } else if (Main.E4color.Equals("yellow")) { orginalColors[i] = Color.yellow; } else if (Main.E4color.Equals("green")) { orginalColors[i] = Color.green; } else { orginalColors[i] = Color.white; } } } }
void Awake() { bndCheck = GetComponent <BoundsCheck>(); // set boundscheck components }
private void Connect(ref List <Vector2f> points, int j, Rectf bounds, bool closingUp = false) { Vector2f rightPoint = points[points.Count - 1]; Edge newEdge = edges[j]; LR newOrientation = edgeOrientations[j]; // The point that must be conected to rightPoint: Vector2f newPoint = newEdge.ClippedEnds[newOrientation]; if (!CloseEnough(rightPoint, newPoint)) { // The points do not coincide, so they must have been clipped at the bounds; // see if they are on the same border of the bounds: if (rightPoint.x != newPoint.x && rightPoint.y != newPoint.y) { // They are on different borders of the bounds; // insert one or two corners of bounds as needed to hook them up: // (NOTE this will not be correct if the region should take up more than // half of the bounds rect, for then we will have gone the wrong way // around the bounds and included the smaller part rather than the larger) int rightCheck = BoundsCheck.Check(rightPoint, bounds); int newCheck = BoundsCheck.Check(newPoint, bounds); float px, py; if ((rightCheck & BoundsCheck.RIGHT) != 0) { px = bounds.right; if ((newCheck & BoundsCheck.BOTTOM) != 0) { py = bounds.bottom; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.TOP) != 0) { py = bounds.top; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.LEFT) != 0) { if (rightPoint.y - bounds.y + newPoint.y - bounds.y < bounds.height) { py = bounds.top; } else { py = bounds.bottom; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(bounds.left, py)); } } else if ((rightCheck & BoundsCheck.LEFT) != 0) { px = bounds.left; if ((newCheck & BoundsCheck.BOTTOM) != 0) { py = bounds.bottom; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.TOP) != 0) { py = bounds.top; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.RIGHT) != 0) { if (rightPoint.y - bounds.y + newPoint.y - bounds.y < bounds.height) { py = bounds.top; } else { py = bounds.bottom; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(bounds.right, py)); } } else if ((rightCheck & BoundsCheck.TOP) != 0) { py = bounds.top; if ((newCheck & BoundsCheck.RIGHT) != 0) { px = bounds.right; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.LEFT) != 0) { px = bounds.left; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.BOTTOM) != 0) { if (rightPoint.x - bounds.x + newPoint.x - bounds.x < bounds.width) { px = bounds.left; } else { px = bounds.right; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(px, bounds.bottom)); } } else if ((rightCheck & BoundsCheck.BOTTOM) != 0) { py = bounds.bottom; if ((newCheck & BoundsCheck.RIGHT) != 0) { px = bounds.right; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.LEFT) != 0) { px = bounds.left; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.TOP) != 0) { if (rightPoint.x - bounds.x + newPoint.x - bounds.x < bounds.width) { px = bounds.left; } else { px = bounds.right; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(px, bounds.top)); } } } if (closingUp) { // newEdge's ends have already been added return; } points.Add(newPoint); } Vector2f newRightPoint = newEdge.ClippedEnds[LR.Other(newOrientation)]; if (!CloseEnough(points[0], newRightPoint)) { points.Add(newRightPoint); } }
//init void Start() { //properties currentLevel = 0; //initial level isGameOver = false; //initial flag //objects theCam = Camera.main; //main camera in scene theGame = GameObject.FindWithTag(TAG_GAME); //game manager object in scene theDimView = GameObject.FindWithTag(TAG_DIMVIEW); //dim view game object in scene theVisor = GameObject.FindWithTag(TAG_VISOR); //visor object in scene theVisorFrameView = GameObject.FindWithTag(TAG_VISOR_FRAMEVIEW); //visor frame view object in scene theTargets = GameObject.FindWithTag(TAG_TARGETS); //targets game object container in scene theTutorial = GameObject.FindWithTag(TAG_TUTORIAL); //tutorial game object container in scene //scripts theBounds = theGame.AddComponent<BoundsCheck>(); //add new bounds script theWave = theGame.AddComponent<Wave>(); //add new wave script theVisorRechargeScript = theVisor.GetComponent<Recharge>(); //visor recharge script theVisorGazeMoveScript = theVisor.GetComponent<GazeMove>(); //visor gazemove script //init tutorial wave //a single target that must be destroyed to advance theWave = theWave.waveWithPrefabParentLimits(target_00, theTargets, 1, 1, 0); //update score ScoreManager.Instance.resetScore(); UnityEngine.Debug.Log("[GameManager] Starting the game!"); //transition into scene via state manager if (StateManager.Instance != null) { TransitionFade theTransition = StateManager.Instance.gameObject.GetComponent<TransitionFade>(); theTransition.toggleFade(); } //audio if (AudioManager.Instance != null) { AudioManager.Instance.toggleFade(); } //Debug debugOn = false; //listen for gaze data EyeXGazePointProvider.GetInstance().StartStreaming(EyeXGazePointType.GazeUnfiltered); }
void Awake() { rend = GetComponent <Renderer>(); rigid = GetComponent <Rigidbody>(); _bndsCheck = gameObject.GetComponent <BoundsCheck>(); }
void Start() { bndcheck = GetComponent <BoundsCheck>(); rigid.velocity = Vector3.down * speed; }
void Awake() //this method takes place before any other method so it can get the BoundsCheck class { bndCheck = GetComponent <BoundsCheck>(); }
void Start() { bndCheck = GetComponent <BoundsCheck>(); }
void Start() { _bndsCheck = GetComponent <BoundsCheck>(); //Bounds Check _bndsCheck.keepOnScreen = false; }
private void Awake() { bndCheck = GetComponent <BoundsCheck>(); // on awake, check object against code in boundsCheck }
private void Awake() { S = this; bndCheck = GetComponent <BoundsCheck>(); Invoke("SpawnEnemy", 1f / enemiesSpwnedPerSecond); }
void Awake() { // calls on BoundsCheck script _bndCheck = GetComponent <BoundsCheck>(); }
void Awake() { //initialize components _bndCheck = GetComponent <BoundsCheck>(); _rend = GetComponent <Renderer>(); rigidBody = GetComponent <Rigidbody>(); }
//Initialize boundsCheck object void Start() { boundsCheck = gameObject.GetComponent <BoundsCheck>(); }
// Use this for initialization void Start() { bc = GetComponent <BoundsCheck>(); GetComponent <Collider>().enabled = false; }
void Awake() { _bndCheck = GetComponent <BoundsCheck>();//when an enemy is instantiated, a BoundsCheck component is created and we can access variables from it }
//Initialize BoundsCheck and Rigidbody fields private void Awake() { boundsCheck = GetComponent <BoundsCheck>(); rb = GetComponent <Rigidbody>(); }
private void Connect(List <Point> points, int j, Rectangle bounds, bool Closing) { Point rightPoint = points[points.Count - 1]; Edge nEdge = edges[j]; Orientation nOrient = edgeOrientations[j]; Point nPoint = nEdge.GetClippedEnds()[nOrient]; if (CloseEnough(rightPoint, nPoint)) { if ((rightPoint.x != nPoint.x) && (rightPoint.y != nPoint.y)) { int rightCheck = BoundsCheck.Check(rightPoint, bounds); int nCheck = BoundsCheck.Check(nPoint, bounds); double pX; double pY; if ((rightCheck & BoundsCheck.RIGHT) != 0) { pX = bounds.right; if ((nCheck & BoundsCheck.BOTTOM) != 0) { pY = bounds.bottom; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.TOP) != 0) { pY = bounds.top; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.LEFT) != 0) { if (((rightPoint.y - bounds.y + nPoint.y) - bounds.y) < bounds.height) { pY = bounds.top; } else { pY = bounds.bottom; } points.Add(new Point(pX, pY)); points.Add(new Point(bounds.left, pY)); } } else if ((rightCheck & BoundsCheck.LEFT) != 0) { pX = bounds.left; if ((nCheck & BoundsCheck.BOTTOM) != 0) { pY = bounds.bottom; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.TOP) != 0) { pY = bounds.top; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.RIGHT) != 0) { if (((rightPoint.y - bounds.y + nPoint.y) - bounds.y) < bounds.height) { pY = bounds.top; } else { pY = bounds.bottom; } points.Add(new Point(pX, pY)); points.Add(new Point(bounds.right, pY)); } } else if ((rightCheck & BoundsCheck.TOP) != 0) { pY = bounds.top; if ((nCheck & BoundsCheck.RIGHT) != 0) { pX = bounds.right; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.LEFT) != 0) { pX = bounds.left; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.BOTTOM) != 0) { if (((rightPoint.x - bounds.x + nPoint.x) - bounds.x) < bounds.width) { pX = bounds.left; } else { pX = bounds.right; } points.Add(new Point(pX, pY)); points.Add(new Point(pX, bounds.bottom)); } } else if ((rightCheck & BoundsCheck.BOTTOM) != 0) { pY = bounds.bottom; if ((nCheck & BoundsCheck.RIGHT) != 0) { pX = bounds.right; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.LEFT) != 0) { pX = bounds.left; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.TOP) != 0) { if (((rightPoint.x - bounds.x + nPoint.x) - bounds.x) < bounds.width) { pX = bounds.left; } else { pX = bounds.right; } points.Add(new Point(pX, pY)); points.Add(new Point(pX, bounds.top)); } } } if (Closing) { return; } points.Add(nPoint); } Point nRightPoint = nEdge.GetClippedEnds()[Orientation.Other(nOrient)]; if (!CloseEnough(points[0], nRightPoint)) { points.Add(nRightPoint); } }
// Use this for initialization void Awake() { bndCheck = GetComponent <BoundsCheck>(); rend = GetComponent <Renderer>(); rigid = GetComponent <Rigidbody>(); }
// Start is called before the first frame update void Start() { bndCheck = GetComponent <BoundsCheck>(); // get bound check }
void Awake() { //get BoundsCheck boundCheck = GetComponent <BoundsCheck> (); }
void Awake() { _bndCheck = GetComponent <BoundsCheck>();//getting the correct components when awoken _rend = GetComponent <Renderer>(); rigid = GetComponent <Rigidbody>(); }