상속: MonoBehaviour
    public override void OnInspectorGUI()
    {
        var tar = (CircleSpawn)target;

        targetObj = tar;

        makeSlider("Radius", tar.radius, 0f, 10, 24, UpdateType.RADIUS);

        makeSlider("Number of Items", tar.numOfItems, 0f, 100, 24, UpdateType.RESPAWN);

        makeSlider("Angle", angleIncrement, 0f, 360, 24, UpdateType.ANGLE);

        //set its values
        tar.radius     = EditorGUILayout.FloatField("Radius:", tar.radius);
        tar.numOfItems = EditorGUILayout.IntField("Number of Items:", tar.numOfItems);
        angleIncrement = EditorGUILayout.FloatField("Angle:", angleIncrement);

        tar.clonedObject = (GameObject)EditorGUILayout.ObjectField(tar.clonedObject,
                                                                   typeof(GameObject), true);

        //Inspector button for creating the objects in the Editor
        if (GUILayout.Button("Create"))
        {
            RespawnNumOfItems();
        }
    }
예제 #2
0
    void Start()
    {
        player              = GameObject.FindGameObjectWithTag("Player");
        playerMovScript     = player.GetComponent <PlayerMovement>();
        rotateToEnemyScript = player.GetComponentInChildren <RotateToClosestEnemy>();
        menuContScript      = GameObject.Find("_Game Controller").GetComponent <MenuController>();
        circleSpawnScript   = GetComponent <CircleSpawn>();

        enemySprite       = GetComponentInChildren <SpriteRenderer>();
        enemySprite.color = enemyColorGreen;

        StartCoroutine(ChangeState());
    }
예제 #3
0
    void Start()
    {
        spawnerScript     = GameObject.Find("_Game Controller").GetComponent <EnemySpawnerSpawner>();
        scoreContScript   = GameObject.Find("_Game Controller").GetComponent <ScoreController>();
        circleSpawnScript = GetComponent <CircleSpawn>();
        audSource         = GetComponent <AudioSource>();

        enemySpawnWaitTime = Random.Range(8, 14);

        StartCoroutine(SpawnEnemy());
        sr = GetComponentInChildren <SpriteRenderer>();

        currentSprite = 0;
    }