[HideInInspector] public bool god_mode = false; //Only used by console. For read only. void Awake() { players = GameObject.FindGameObjectsWithTag(Tags.player); enemies = GameObject.FindGameObjectsWithTag(Tags.enemy); barion = GameObject.Find("Barion").GetComponent <BarionController>(); list_of_spotted_elements = new List <GameObject>(); }
void OnSceneGUI() { BarionController barion = (BarionController)target; //Show the current state in the editor if (barion.GetState() == barion.idle_state) { Handles.Label(barion.transform.position, "IDLE"); } if (barion.GetState() == barion.walking_state) { Handles.Label(barion.transform.position, "WALKING"); } if (barion.GetState() == barion.moving_box_state) { Handles.Label(barion.transform.position, "MOVING BOX"); } if (barion.GetState() == barion.hiding_state) { Handles.Label(barion.transform.position, "HIDING"); } if (barion.GetState() == barion.invisible_sphere_state) { Handles.Label(barion.transform.position, "INVISIBLE SPHERE"); } if (barion.GetState() == barion.shield_state) { Handles.Label(barion.transform.position, "SHIELD"); } }
void Awake() { cosmo = GameObject.Find("Cosmo").GetComponent <CosmoController>(); nyx = GameObject.Find("Nyx").GetComponent <NyxController>(); barion = GameObject.Find("Barion").GetComponent <BarionController>(); cursor = GameObject.Find("Cursor").GetComponent <CursorManager>(); }
BoxHideInteractable hide_inst; //Hide controller instance void Awake() { barion = GameObject.Find("Barion").GetComponent <BarionController>(); nyx = GameObject.Find("Nyx").GetComponent <NyxController>(); cosmo = GameObject.Find("Cosmo").GetComponent <CosmoController>(); selection_sys = GameObject.Find("SelectionSystem").GetComponent <UnitSelection>(); //Insert all menus in the dictionary RadialMenu_ObjectInteractable[] menus_scripts = GetComponents <RadialMenu_ObjectInteractable>(); foreach (RadialMenu_ObjectInteractable menu_script in menus_scripts) { menus.Add(menu_script.id, menu_script); } hide_inst = GetComponent <BoxHideInteractable>(); }
public bool drop_box; //Want to drop the box? public BarionMovingBoxState(BarionController barion_controller) { barion = barion_controller; box = null; }
private Vector3 destination = new Vector3(); //Pathfinding destination. public BarionWalkingState(BarionController barion_controller) { barion = barion_controller; }
float delay_position_sphere = 1.8f; //Delay of position from barion when the sphere is created public BarionInvisibleSphereState(BarionController barion_controller) { barion = barion_controller; }
public BarionShieldState(BarionController barion_controller) { barion = barion_controller; }
private Vector3 destination = new Vector3(); //Pathfinding destination. public BarionIdleState(BarionController barion_controller) { barion = barion_controller; }
public bool drop_corpse; //Want to drop the corpse? public BarionCarryCorpseState(BarionController barion_controller) { barion = barion_controller; corpse = null; }