public void aracnoSense(Vector3 _target, float _time, float _alpha) { if (ServiceLocator.Request <IGameplayService>().GetGameMode() == GameMode.GoalKeeper) { crossHair cross = (crossHair(_target).GetComponent <crossHair>()); cross.time = _time; cross.alpha = _alpha; } }
// Use this for initialization void Start() { _crosshair = crossHair.FindObjectOfType <crossHair>(); _crosshair.emptyData(); _crosshair.setCurrenceSceneNum(scene_num); }
// Use this for initialization void Start() { select_scene(); Vector3 offset = new Vector3(-width / 2.0f, height / 2.0f, distanceFromEye); GameObject newLineGen = Instantiate(lineGerneratorPrefab); LineRenderer lRend = newLineGen.GetComponent <LineRenderer>(); lRend.positionCount = pos.Length; int index = 0; int index_2 = 0; // for data bus List <string> nameList = new List <string>(); List <int> valueList = new List <int>(); GameObject lastObject = new GameObject(); for (int i = 0; i < pos.GetLength(0); i++) { GameObject newLineGen_2 = Instantiate(lineGerneratorPrefab2); LineRenderer lRend_2 = newLineGen_2.GetComponent <LineRenderer>(); index_2 = 0; for (int j = 0; j < pos.GetLength(1); j++) { // new number cube location diff from offset Vector3 vec = new Vector3(width * (float)pos[i, j], -height * i / pos.GetLength(0), (float)dis[i, j]); // final position after add all adjustment. Vector3 newPos = eyePosition.position + vec + offset; // generate number object GameObject projectile = Instantiate(spawnee, newPos, eyePosition.rotation); projectile.transform.rotation = Quaternion.Euler(0, 0, 0); // apply texture int texture_index = Random.Range(0, 10); projectile.GetComponent <Renderer>().material.mainTexture = textures[texture_index]; // add canvas to be number parent string name = index.ToString() + 'a' + texture_index.ToString(); projectile.name = name; //lastObject = projectile; // store object id and value to Databus nameList.Add(name); if (currentScene == 1) { lRend.SetPosition(index, newPos); index++; } if (currentScene == 2) { lRend_2.positionCount = pos.GetLength(1); lRend_2.SetPosition(index_2, newPos); index_2++; } } } //lastObject.name = "0a0"; _crosshair = crossHair.FindObjectOfType <crossHair>(); _crosshair.update_crosshair(nameList, valueList, currentScene); }