public override BehaviorTree.Result Process() { tfc.GetComponent <SpriteRenderer>().color = new Color(Random.Range(0, COLOR_RANGE), Random.Range(0, COLOR_RANGE), Random.Range(0, COLOR_RANGE), 1.0f); image.color = new Color(1, 1, 0, image.color.a); return(BehaviorTree.Result.RUNNING); }
// Use this for initialization public CalculateState(TreasureFinderController tfc) { tFC = tfc; _actor = tFC.GetComponent <IActor> (); pathFinder = GameObject.Find("Pathfinding").GetComponent <Pathfinding>(); grid = GameObject.Find("Grid").GetComponent <Grid> (); }
// private GridNode RedKey; // private GridNode GreenKey; // private GridNode BlueKey; private TreasureFinderController CreateTFActor() { TreasureFinderController newTFActor = Instantiate <TreasureFinderController> (tfcPrefab); newTFActor.GetComponent <NewActor> ().Position = grid.RCtoPosition(grid.tFCSpawnPos); newTFActor.gameObject.name = "Treasure Finder "; newTFActor.transform.SetParent(transform); newTFActor.gameObject.SetActive(true); newTFActor.haveRedKey = false; newTFActor.haveGreenKey = false; newTFActor.haveBlueKey = false; newTFActor.haveTreasure = false; return(newTFActor); }
// Update is called once per frame public void Update() { tFC.GetComponent <SpriteRenderer>().color = new Color(Random.Range(0, COLOR_RANGE), Random.Range(0, COLOR_RANGE), Random.Range(0, COLOR_RANGE), 1.0f); }
// Update is called once per frame public void Update() { Debug.Log(" I am so sad."); tFC.GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 1.0f); }