private void Start() { player = (MinifigController)this.GetComponent("MinifigController"); //HealtSystem of Player //HealthSystemI healthSystem = new HealthSystemI(100); //currentHealth = 100; }
void OnTriggerEnter(Collider other) { print("Respawn"); MinifigController otherController = (MinifigController)other.gameObject.GetComponent("MinifigController"); otherController.TeleportTo(RespawnPointWSAD.transform.position); }
void Awake() { m_MinifigController = GetComponent <MinifigController>(); EventManager.AddListener <GameStateChangeEvent>(OnGameStateChangeEvent); EventManager.AddListener <OptionsMenuEvent>(OnOptionsMenuEvent); }
void Awake() { m_MinifigController = GetComponent <MinifigController>(); m_GameFlowManager = FindObjectOfType <GameFlowManager>(); EventManager.AddListener <GameOverEvent>(OnGameOver); EventManager.AddListener <OptionsMenuEvent>(OnOptionsMenu); }
// Start is called before the first frame update void Start() { //_navAgent = GetComponent<NavMeshAgent>(); _grabber = GetComponent <GrabKartPart>(); minifig = GetComponent <MinifigController>(); //homePlate = GetComponent<GameObject>(); _state = State.FIND; }
void Start() { var controller = GetComponent <CharacterController>(); m_HalfHeight = controller.height * 0.5f; m_Radius = controller.radius; m_Center = Vector3.up * m_HalfHeight; m_MinifigController = GetComponent <MinifigController>(); }
public void enableAi() { isAi = true; MinifigController cont = GetComponent <MinifigController>(); NavMeshScript navScript = GetComponent <NavMeshScript>(); NavMeshAgent navAgent = GetComponent <NavMeshAgent>(); cont.enabled = false; navScript.enabled = true; navAgent.enabled = true; }
private void Start() { player = (MinifigController)this.GetComponent("MinifigController"); }
protected override void Start() { base.Start(); if (IsPlacedOnBrick()) { // Add particle system. if (m_Effect) { m_ParticleSystem = Instantiate(m_Effect, transform); m_ParticleSystem.Stop(); var emissionColliderWeights = new List <int>(); // Scale particle emission with volume of scoped bricks. var scopeVolume = 0.0f; foreach (var brick in m_ScopedBricks) { foreach (var part in brick.parts) { foreach (var collider in part.colliders) { m_EmissionColliders.Add(collider); var colliderType = collider.GetType(); if (colliderType == typeof(BoxCollider)) { var boxCollider = (BoxCollider)collider; var volume = boxCollider.size.x * boxCollider.size.y * boxCollider.size.z; var weight = Mathf.Max(1, Mathf.RoundToInt(volume)); emissionColliderWeights.Add(weight); m_EmissionColliderWeightSum += weight; scopeVolume += volume; } else if (colliderType == typeof(SphereCollider)) { var sphereCollider = (SphereCollider)collider; var volume = 4.0f / 3.0f * Mathf.PI * sphereCollider.radius * sphereCollider.radius * sphereCollider.radius; var weight = Mathf.Max(1, Mathf.RoundToInt(volume)); emissionColliderWeights.Add(weight); m_EmissionColliderWeightSum += weight; scopeVolume += volume; } } } } m_EmissionRate = Mathf.Clamp(k_ParticleEmissionPerModule * scopeVolume / LEGOModuleVolume, k_MinParticleEmission, k_MaxParticleEmission); // Compute an approximated distribution function for weighted random selection of emission colliders. m_EmissionColliderDistribution = new int[m_EmissionColliderWeightSum]; var index = 0; for (var i = 0; i < emissionColliderWeights.Count; ++i) { var colliderWeight = emissionColliderWeights[i]; for (var j = 0; j < colliderWeight; ++j) { m_EmissionColliderDistribution[index] = i; index++; } } } // Add SensoryCollider to all brick colliders. foreach (var brick in m_ScopedBricks) { foreach (var part in brick.parts) { foreach (var collider in part.colliders) { var hazardCollider = LEGOBehaviourCollider.Add <SensoryCollider>(collider, m_ScopedBricks, 0.64f, LayerMask.NameToLayer("Hazard")); SetupSensoryCollider(hazardCollider); } } } // Find a reference to the player's minifig controller. var player = GameObject.FindGameObjectWithTag("Player"); if (player) { m_MinifigController = player.GetComponent <MinifigController>(); } } }