public void Instanciate_scenary() { scene = Resources.Load( "_test/scene/ai/" + "basic_waypoints") as GameObject; scene = helper.instantiate._(scene); player = scene.transform.Find("player").gameObject; collider = helper.game_object.Find._(player, "Sphere"); p1 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p1"); p2 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p2"); p3 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p3"); p4 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p4"); p5 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p5"); p6 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p6"); p7 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p7"); p8 = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision_p8"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); assert = helper.game_object.Find._ <Assert_colision>( scene, "assert"); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); spawn_point = helper.game_object.Find._ <Spawn_point>( scene, "spawn_point"); route = helper.game_object.Find._(scene, "route"); p0 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_0"); p1 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_1"); p2 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_2"); p3 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_3"); p4 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_4"); p5 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_5"); p6 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_6"); p7 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_7"); p8 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_8"); p9 = helper.game_object.Find._ <Assert_colision>( scene, "point_assert_9"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); assert = helper.game_object.Find._ <Assert_colision>( scene, "assert"); gun = helper.game_object.Find._ <chibi.weapon.gun.Gun>( scene, "linear_gun"); }
public void Instanciate_scenary() { scene = Resources.Load( "_test/scene/weapon/gun/" + "linear_gun_wintout_assets") as GameObject; scene = helper.instantiate._(scene); weapon = scene.transform.Find("weapon_base").gameObject; target = helper.game_object.Find._ <Assert_colision>( scene, "assert_collision"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); up = helper.game_object.Find._ <Assert_colision>(scene, "assert up"); down = helper.game_object.Find._ <Assert_colision>( scene, "assert down"); left = helper.game_object.Find._ <Assert_colision>( scene, "assert left"); right = helper.game_object.Find._ <Assert_colision>( scene, "assert right"); ai = helper.game_object.Find._ <Ai_walk>(scene, "npc"); ai.use_max_speed = true; }
public override void Instanciate_scenary() { base.Instanciate_scenary(); jump = helper.game_object.Find._ <Assert_colision>( scene, "assert jump 1"); jump_2 = helper.game_object.Find._ <Assert_colision>( scene, "assert jump 2"); jump_3 = helper.game_object.Find._ <Assert_colision>( scene, "assert jump 3"); controller = helper.game_object.Find._ <Controller_npc>( scene, "npc"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); center = helper.game_object.Find._ <Assert_colision>( scene, "center"); forward = helper.game_object.Find._ <Assert_colision>( scene, "forward"); right = helper.game_object.Find._ <Assert_colision>(scene, "right"); back = helper.game_object.Find._ <Assert_colision>(scene, "back"); left = helper.game_object.Find._ <Assert_colision>(scene, "left"); right = helper.game_object.Find._ <Assert_colision>(scene, "right"); bullet = helper.game_object.Find._ < chibi.controller.weapon.gun.bullet.Controller_bullet>( scene, "bullet"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); player = scene.transform.Find("player").gameObject; no_touch_1 = helper.game_object.Find._ <Assert_colision>( scene, "no_touch_1"); no_touch_2 = helper.game_object.Find._ <Assert_colision>( scene, "no_touch_2"); touch_1 = helper.game_object.Find._ <Assert_colision>( scene, "touch_1"); touch_2 = helper.game_object.Find._ <Assert_colision>( scene, "touch_2"); touch_3 = helper.game_object.Find._ <Assert_colision>( scene, "touch_3"); }
public override void Instanciate_scenary() { base.Instanciate_scenary(); back = helper.game_object.Find._ <Assert_colision>( scene, "back"); forward = helper.game_object.Find._ <Assert_colision>( scene, "forward"); left = helper.game_object.Find._ <Assert_colision>( scene, "left"); right = helper.game_object.Find._ <Assert_colision>( scene, "right"); turrent = helper.game_object.Find._ < chibi.motor.weapons.gun.turrent.Turrent>(scene, "turrent"); controller = helper.game_object.Find._ < chibi.controller.weapon.gun.turrent.Controller_turrent>( scene, "turrent"); }