public Node <INode> GetNode(string nodeName) { switch (nodeName) { case AddForce.NAME: INode nodeAddForce = new AddForce() as INode; return(new Node <INode> (nodeAddForce)); case AddTorque.NAME: INode nodeAddTorque = new AddTorque() as INode; return(new Node <INode> (nodeAddTorque)); case RigidBody.NAME: INode nodeRigidBody = new RigidBody() as INode; return(new Node <INode> (nodeRigidBody)); case Velocity.NAME: INode nodeVelocity = new Velocity() as INode; return(new Node <INode> (nodeVelocity)); case CollisionEnter.NAME: INode nodeCollisionEnter = new CollisionEnter() as INode; return(new Node <INode> (nodeCollisionEnter)); case CollisionStay.NAME: INode nodeCollisionStay = new CollisionStay() as INode; return(new Node <INode> (nodeCollisionStay)); case CollisionExit.NAME: INode nodeCollisionExit = new CollisionExit() as INode; return(new Node <INode> (nodeCollisionExit)); case FixedUpdate.NAME: INode nodeFixedUpdate = new FixedUpdate() as INode; return(new Node <INode> (nodeFixedUpdate)); case AddImpulseForce.NAME: INode nodeImpulse = new AddImpulseForce() as INode; return(new Node <INode> (nodeImpulse)); case Character.NAME: var nodeCharacter = new Character() as INode; return(new Node <INode> (nodeCharacter)); case CharacterForward.NAME: var nodeCharacterForward = new CharacterForward() as INode; return(new Node <INode> (nodeCharacterForward)); case CameraRaycast.NAME: var nodeCameraRayCast = new CameraRaycast() as INode; return(new Node <INode> (nodeCameraRayCast)); case AddImpulseTorque.NAME: var nodeAddImpulseTorque = new AddImpulseTorque() as INode; return(new Node <INode>(nodeAddImpulseTorque)); default: return(null); } }
// Use this for initialization void Start() { cameraRaycast = GetComponent <CameraRaycast>(); cameraRaycast.layerChange += OnLayerChange; Cursor.SetCursor(m_WalkableTex, m_HotSpot, CursorMode.Auto); }
void Start() { m_Character = GetComponent <ThirdPersonCharacter> (); camRay = Camera.main.GetComponent <CameraRaycast> (); currentClickTarget = transform.position; m_Cam = Camera.main.transform; }
void Start() { cameraRaycast = FindObjectOfType <CameraRaycast>(); animatorStempels = GetComponent <Animator>(); stempelRoodHand.SetActive(false); stempelGroenHand.SetActive(false); InstantiatePaper(); }
public void Deselect(CameraRaycast camera) { raycastHit = false; }
public void Select(CameraRaycast camera) { raycastHit = true; }
void Start() { camRay = GetComponent <CameraRaycast> (); player = GameObject.FindGameObjectWithTag("Player"); camRay.LayerChangeEvent += OnLayerChange; }
// Registers the camera raycast so that the cell that is being operated on (using the mouse) can be seen here private void registerCameraRaycast() { CameraRaycast cameraRaycast = Camera.main.GetComponent <CameraRaycast>(); cameraRaycast.mouseOverCellObservers += updatehighlightedCell; }
void Start() { cameraRaycast = FindObjectOfType <CameraRaycast>(); stampControl = FindObjectOfType <StampControl>(); audioSource = GetComponent <AudioSource>(); }