void Update() { //Place a face. <AL> if (Input.GetKeyDown(KeyCode.Return)) { pos = cam.GetState(); floor = cam.GetFloor(); ToBePlaced = TowerFaces[Random.Range(1, 4)]; ToBePlaced.gameObject.transform.localScale = new Vector3(2.5f, 2.65f, 1f); //Face placing per side per floor. <AL> if (pos == 2) { if (FacesPlaced[pos, floor] == 0) { Instantiate(ToBePlaced, new Vector3(11f, (-4.3f + 4.1f * floor * 2f), -10f), Quaternion.Euler(0, 90, 0)); FacesPlaced[pos, floor]++; } } else if (pos == 4) { if (FacesPlaced[pos, floor] == 0) { Instantiate(ToBePlaced, new Vector3(10f, (-4.3f + 4.1f * floor * 2f), 11f), Quaternion.Euler(0, 0, 0)); FacesPlaced[pos, floor]++; } } else if (pos == 6) { if (FacesPlaced[pos, floor] == 0) { Instantiate(ToBePlaced, new Vector3(-11f, (-4.3f + 4.1f * floor * 2f), 10f), Quaternion.Euler(0, 270, 0)); FacesPlaced[pos, floor]++; } } else if (pos == 8) { if (FacesPlaced[pos, floor] == 0 && floor != 0) { Instantiate(ToBePlaced, new Vector3(-10f, (-4.3f + 4.1f * floor * 2f), -11f), Quaternion.Euler(0, 180, 0)); FacesPlaced[pos, floor]++; } } } if (Input.GetKeyDown(KeyCode.L)) { //For debugging. Shows me position, floor, and array data in console. Remove when unneeded. <AL> pos = cam.GetState(); floor = cam.GetFloor(); print("Pos: " + pos + "," + "Floor: " + floor + ", Array: " + FacesPlaced[pos, floor]); } }
private void Start() { bottomPlayer = GameObject.Find("Player 1").GetComponent <CameraOneRotator>(); topPlayer = GameObject.Find("Player 2 Camera").GetComponent <CameraTwoRotator>(); floor = topPlayer.GetFloor(); face = topPlayer.GetState(); }
//private bool ghost = true; // Use this for initialization void Start() { prefab = Resources.Load("projectile") as GameObject; trapBase = GetComponent <TrapBase>(); cam = GameObject.Find("Player 2 Camera").GetComponent <CameraTwoRotator>(); animator = GetComponentInChildren <Animator>(); if (!GetComponentInChildren <CheckMultipleBases>().Placed) { switch (cam.GetState()) { case 1: transform.eulerAngles = new Vector3(0, 0, 0); projectileRotation = Quaternion.identity; velocity = new Vector3(-20, 0, 0); break; case 2: transform.eulerAngles = new Vector3(0, 270, 0); projectileRotation = Quaternion.Euler(0, -90, 0); velocity = new Vector3(0, 0, -20); break; case 3: transform.eulerAngles = new Vector3(0, 180, 0); projectileRotation = Quaternion.Euler(0, -180, 0); velocity = new Vector3(20, 0, 0); break; case 4: transform.eulerAngles = new Vector3(0, 90, 0); projectileRotation = Quaternion.Euler(0, -270, 0); velocity = new Vector3(0, 0, 20); break; } } else { switch (FaceNumberIfPrePlaced) { case 1: transform.eulerAngles = new Vector3(0, 0, 0); projectileRotation = Quaternion.identity; velocity = new Vector3(-20, 0, 0); break; case 2: transform.eulerAngles = new Vector3(0, 270, 0); projectileRotation = Quaternion.Euler(0, -90, 0); velocity = new Vector3(0, 0, -20); break; case 3: transform.eulerAngles = new Vector3(0, 180, 0); projectileRotation = Quaternion.Euler(0, -180, 0); velocity = new Vector3(20, 0, 0); break; case 4: transform.eulerAngles = new Vector3(0, 90, 0); projectileRotation = Quaternion.Euler(0, -270, 0); velocity = new Vector3(0, 0, 20); break; } } }