void OnMouseExit() { NodeFunctions n = GetComponentInParent <NodeFunctions> (); testBrain b = n.player.GetComponent("testBrain") as testBrain; SpriteRenderer rend = gameObject.GetComponent("SpriteRenderer") as SpriteRenderer; if (!b.done) { rend.sprite = null; renderer.material.color = Color.white; } }
void OnMouseOver() { NodeFunctions n = GetComponentInParent <NodeFunctions> (); testBrain b = n.player.GetComponent("testBrain") as testBrain; SpriteRenderer rend = gameObject.GetComponent("SpriteRenderer") as SpriteRenderer; if (n.firstClick && !b.done) { rend.sprite = n.sprite; renderer.material.color = Color.yellow; } else if (!n.firstClick && !n.secondClick) { rend.sprite = n.sprite; renderer.material.color = Color.red; } }
public void recieveClick() { if (!firstClick) { testBrain brain = player.GetComponent("testBrain") as testBrain; firstClick = true; player.transform.position = activeNode.transform.position; brain.startNode = activeNode.gameObject; activeNode.Inhabited = player; rend = activeNode.GetComponent <SpriteRenderer>(); rend.sprite = null; } else if (firstClick && !secondClick && activeNode.Inhabited == null && !SecondMode) { secondClick = true; floater.transform.position = activeNode.transform.position; activeNode.Inhabited = floater; floater.SetActive(true); player.SetActive(true); } else if (firstClick && !secondClick && activeNode.Inhabited == null && SecondMode) { senTest radar = player.GetComponent("senTest") as senTest; if (radar.prevNodes.Length > 0) { GameObject minDist = null; for (int i = 0; i < radar.prevNodes.Length; i++) { if (minDist == null) { minDist = radar.prevNodes[i].gameObject; } else { float nodeDist = Vector3.Distance(player.transform.position, radar.prevNodes[i].transform.position); float currDist = Vector3.Distance(player.transform.position, minDist.transform.position); if (nodeDist < currDist) { minDist = radar.prevNodes[i].gameObject; } } } secondClick = true; testBrain brain = player.GetComponent("testBrain") as testBrain; brain.startNode = minDist; NodeData min = minDist.GetComponent("NodeData") as NodeData; player.transform.position = minDist.transform.position; min.Inhabited = player; floater.transform.position = activeNode.transform.position; activeNode.Inhabited = floater; floater.SetActive(true); brain.Initiate(); } } }