//public float moveSpeed = 25.0f; // Use this for initialization void Awake() { trackingScript = this; netView = GetComponent <NetworkView>(); AddDino += DinoToAdd; posText = new GameObject(); posText.AddComponent <GUIText>(); posText.guiText.pixelOffset = new Vector2(Screen.width / 2, Screen.height - 20); lapText = new GameObject(); lapText.AddComponent <GUIText>(); lapText.guiText.pixelOffset = new Vector2(Screen.width / 2, Screen.height - 40); totalDist = new float[4]; finishDist = new float[4]; lapCount = new int[4]; dinos = new GameObject[4]; /*playerDinos = new GameObject[4]; * * cpuDinos = new GameObject[4];*/ currentNodes = new NodeBehavior[4]; nextNodes = new NodeBehavior[4]; currentPositions = new int[4]; //menu = GameObject.FindGameObjectWithTag("Menu"); //menuScript = menu.GetComponent<MenuControl>(); tempDinos = new GameObject[4]; //private int tempDinoIndex; for (int i = 0; i < currentNodes.Length; i++) { currentNodes[i] = startNode.GetComponent <NodeBehavior>(); nextNodes[i] = currentNodes[i].NextNodes[0].GetComponent <NodeBehavior>(); finishDist[i] = AddUpDistance(currentNodes[i].GetComponent <NodeBehavior>(), nextNodes[i].GetComponent <NodeBehavior>(), 0); } //finishDist[0] = AddUpDistance(currentNodes[0].GetComponent<NodeBehavior>(), nextNodes[0].GetComponent<NodeBehavior>(), 0); for (int i = 0; i < currentPositions.Length; i++) { currentPositions[i] = i + 1; //Debug.Log("The start pos " + currentPositions[i]); } }
// Use this for initialization void Start() { try { dTrack = transform.parent.gameObject.GetComponent <DinoTracking>(); } catch (UnityException e) { Debug.Log(e.Message); this.enabled = false; } }
//---------------------------// // Use this for initialization void Start() { if (networkView.isMine) { mc = GetComponent <MotionControl> (); inv = GetComponent <Inventory> (); melee = GetComponent <MeleeAttack> (); bomb = GetComponent <Bomb> (); health = GetComponent <Health> (); current = GameObject.Find(FirstNavNode).GetComponent <RespawnNode> (); current = current.nextNodes [0]; Debug.Log("AI Current Target: " + current.name); dinoTracking = GameObject.Find("Checkpoints").GetComponent <DinoTracking>(); StartCoroutine(AITick()); } }
// Use this for initialization void Start() { /*if(this.tag == "Dino") * { * int playerNum; * * int.TryParse(Network.player.ToString(), out playerNum); * * DinoTracking.AddDino(this.gameObject, playerNum); * * } * else if(this.tag == "Ai" && Network.isServer == true) * DinoTracking.AddDino(this.gameObject, -1);*/ if (this.tag == "Dino" || this.tag == "Ai") { DinoTracking.AddDino(this.gameObject); } }
public override void Fire() { return; Debug.Log("Mad Dash!"); WeaponVFX.enableEmission = true; WeaponVFX.Play(); dinoTracking = GameObject.Find("Checkpoints").GetComponent <DinoTracking>(); int[] positions = dinoTracking.GetCurrentPositions(); int playerNum = dinoTracking.playerNum; int playerPosition = positions[playerNum]; //if player in first position, move them to second if (playerPosition == 1) { SwitchPositions(playerNum, Array.IndexOf(positions, 2)); } else { SwitchPositions(playerNum, Array.IndexOf(positions, playerPosition - 1)); } }