void Awake() { detector = gameObject.GetComponent<RangeDetector> (); detector.range = 2; character = detector.target.transform.GetComponent<BaseCharacterClass>(); }
void Awake() { detector = gameObject.GetComponent <RangeDetector> (); detector.range = 2; character = detector.target.transform.GetComponent <BaseCharacterClass>(); }
/// <summary> /// Called when the building is being constructed /// Changes the layer from wireframe to building /// </summary> /// <param name="time"></param> /// <returns></returns> private IEnumerator ConstructionTimer(float time) { yield return(new WaitForSeconds(3)); thisBuilding.layer = LayerMask.NameToLayer("Buildings"); foreach (Transform child in thisBuilding.transform) { if (child.name != "Range" && child.name != "BulletPool") { child.gameObject.layer = LayerMask.NameToLayer("Buildings"); if (child.childCount > 0) { foreach (Transform grandChild in child) { grandChild.gameObject.layer = LayerMask.NameToLayer("Buildings"); } } } } constructed = true; if (buildingType == BuildingType.turret) { rangeDetector = GetComponentInChildren <RangeDetector>(); rangeDetector.Ready(range); } //light.enabled = true; EnemySpawner.enemySpawnerInstance.AddToBuildingList(thisBuilding); ResourceManager.resourceManagerInstance.AddBuilding(buildingType); }
public PoolObjectQueue <RangeDetector> GetRangeDetectorQueue(RangeDetector prefab) { if (RangeDetectorObjectPoolQueue.ContainsKey(prefab.name)) { return(RangeDetectorObjectPoolQueue[prefab.name]); } else { CreateNewObjectQueue <RangeDetector>(RangeDetectorObjectPoolQueue, prefab); return(RangeDetectorObjectPoolQueue[prefab.name]); } }
/// <summary> /// Initial setup of the enemy object /// </summary> /// <param name="target"></param> public virtual void SpawnUnit(GameObject target) { navAgent.enabled = true; rangeDetector = transform.GetChild(2).GetComponent <RangeDetector>(); rangeDetector.Ready(range); hasTarget = false; usedProjectiles = new List <GameObject>(); availableProjectiles = new List <GameObject>(); foreach (Transform obj in projectilePool) { availableProjectiles.Add(obj.gameObject); } ChangeState(state); }
public virtual void SpawnUnit() { navAgent = GetComponent <NavMeshAgent>(); navAgent.enabled = true; unitPool = GameObject.Find("PlayerUnitPool").transform; if (unitType != UnitType.engineer) { rangeDetector = transform.GetChild(2).GetComponent <RangeDetector>(); rangeDetector.Ready(range); hasTarget = false; usedProjectiles = new List <GameObject>(); availableProjectiles = new List <GameObject>(); foreach (Transform obj in projectilePool) { availableProjectiles.Add(obj.gameObject); } } }
void Awake() { detector = gameObject.GetComponent <RangeDetector> (); }
void Awake() { detector = gameObject.GetComponent<RangeDetector> (); }
public static void Main(string [] args) { string rangeInput = null; string rangeOutput = null; string filling = null; bool minimize = false; bool shouldShowHelp = false; var options = new OptionSet { { "i=", "Input address or range (e.g. 0x1000:0xffff or 0x1000 or :0xffff)", i => rangeInput = i }, { "o=", "Output address or range (e.g. 0x0000:0xffff or 0x0000 or :0xffff)", o => rangeOutput = o }, { "f|fill=", "Filling value (default 0xff)", f => filling = f }, { "m|minimize", "Minimize output binary - don't fill output range to upper address", m => minimize = m != null }, { "h|help", "Show this message and exit", h => shouldShowHelp = h != null }, }; List <string> extra; try { // parse the command line extra = options.Parse(args); } catch (OptionException e) { // output some error message Console.Write("hex2bin: "); Console.WriteLine(e.Message); Console.WriteLine("Try `hex2bin --help' for more information."); return; } if (shouldShowHelp || extra.Count < 1) { ShowHelp(options); return; } try { string fileIn = extra [0]; string fileOut; if (extra.Count == 2) { fileOut = extra [1]; } else { fileOut = GenerateOutputFileName(fileIn); } Region inputRegion = new Region(rangeInput); Region outputRegion = new Region(rangeOutput); if (minimize) { outputRegion.SetExactEnd(false); } byte fill; if (filling != null) { if (filling.StartsWith("0x", StringComparison.InvariantCultureIgnoreCase)) { fill = Convert.ToByte(filling.Substring(2), 16); } else { fill = Convert.ToByte(filling); } } else { fill = 0xff; } FileStream ifs = new FileStream(fileIn, FileMode.Open); FileStream ofs = new FileStream(fileOut, FileMode.Create); // init parser Parser parser = new Parser(ifs); // 1st iteration - calculate maximum output range RangeDetector rangeDetector = new RangeDetector(); parser.SetDataListener(rangeDetector); parser.Parse(); Region fullInputRegion = rangeDetector.GetFullRangeRegion(); inputRegion.Intersection(fullInputRegion); // seek input stream back to origin ifs.Seek(0, SeekOrigin.Begin); // 2nd iteration - actual write of the output BinWriter writer = new BinWriter(inputRegion, outputRegion, fill, ofs); parser.SetDataListener(writer); parser.Parse(); // print statistics Console.WriteLine(string.Format("Program start address 0x{0:x8}\r\n", parser.GetStartAddress())); Console.WriteLine("Detected memory regions: "); Console.WriteLine(rangeDetector.GetMemoryRegions()); Console.Write("Used input region: "); Console.WriteLine(inputRegion); Console.Write("Written output region: "); Console.WriteLine(writer.GetWrittenRegion()); } catch (Exception e) { Console.Error.WriteLine("Output not generated!!"); Console.Error.WriteLine(" " + e.Message); } }
private void OffRange(RangeDetector d) { rampart = d.GetRampart(); movementBehaviour.enabled = true; movementBehaviour.SetCanMove(true); }
private void OnRange(RangeDetector d) { rampart = d.GetRampart(); movementBehaviour.SetCanMove(false); }
void Start() { transPosition = transform.position; rangeDetector = GameObject.Find("RangeDetector").GetComponent <RangeDetector> (); micAnalyzer = GameObject.Find("MicController").GetComponent <MicAnalyzer> (); }