Пример #1
0
    public override bool ActionStart()
    {
        anim  = GetComponent <CompAnimation>();
        audio = GetComponent <CompAudio>();
        move  = GetComponent <Movement_Action>();

        movement_ctrl      = GetLinkedObject("player_obj").GetComponent <MovementController>();
        characters_manager = GetLinkedObject("player_obj").GetComponent <CharactersManager>();
        state  = BWA_STATE.PRE_APPLY;
        target = GetLinkedObject("target");
        player = target.GetComponent <CharactersManager>();

        if (player == null)
        {
            Debug.Log("[error] Attack Action Start: Player is null!");
        }

        if (player.dying == false)
        {
            state = BWA_STATE.PRE_APPLY;
            Debug.Log("Wide attack anim play", Department.IA);
            GetComponent <CompAnimation>().PlayAnimationNode("WideAttack");
            GetComponent <CompAnimation>().SetClipDuration("WideAttack", preparation_time / apply_damage_point);
            GetComponent <CompAudio>().PlayEvent("AttackPreparation");
        }

        return(true);
    }
    public override bool ActionStart()
    {
        player = GetLinkedObject("target").GetComponent <CharactersManager>();

        if (player == null)
        {
            Debug.Log("[error] Attack Action Start: Player is null!");
        }

        anim_comp  = GetComponent <CompAnimation>();
        audio_comp = GetComponent <CompAudio>();

        if (player.dying == false)
        {
            anim_comp.SetClipDuration("Attack", attack_duration);
            anim_comp.PlayAnimationNode("Attack");
            Debug.Log("Back to Attack", Department.IA);
            audio_comp.PlayEvent("Enemy1_Slash");
        }


        damage_done   = false;
        shield_attack = false;

        //Interrupt player action
        return(true);
    }
    protected virtual void Start()
    {
        player = GetLinkedObject("player_obj");
        health = GetLinkedObject("health_obj").GetComponent <Hp>();

        stamina       = GetLinkedObject("stamina_obj").GetComponent <Stamina>();
        stamina_img   = stamina.GetComponent <CompImage>();
        leftamina_img = GetLinkedObject("leftamina_bar").GetComponent <CompImage>();

        mana          = GetLinkedObject("mana_obj").GetComponent <Mana>();
        mana_img      = mana.GetComponent <CompImage>();
        left_mana_img = GetLinkedObject("leftmana_bar").GetComponent <CompImage>();

        audio    = player.GetComponent <CompAudio>();
        movement = player.GetComponent <MovementController>();

        anim_controller = GetComponent <CompAnimation>();
        damage_feedback = player.GetComponent <DamageFeedback>();

        characters_manager = player.GetComponent <CharactersManager>();
        enemy_manager      = GetLinkedObject("player_enemies_manager").GetComponent <EnemiesManager>();

        play_breathing_audio      = false;
        currently_playing_b_audio = false;
        force_audio = false;
    }
Пример #4
0
    public override bool ActionStart()
    {
        Debug.Log("PUSH ANIMATION", Department.PHYSICS, Color.ORANGE);
        arrive_comp = GetComponent <Arrive_Steering>();
        GetComponent <Align_Steering>().SetEnabled(false);
        Movement_Action.Direction dir = GetComponent <Movement_Action>().GetDirection();

        move      = GetComponent <Movement_Action>();
        anim_comp = GetComponent <CompAnimation>();

        GetComponent <PerceptionSightEnemy>().GetPlayerTilePos(out int player_x, out int player_y);
        int tile_x = move.GetCurrentTileX();
        int tile_y = move.GetCurrentTileY();

        int dif_x = player_x - tile_x;
        int dif_y = player_y - tile_y;

        animation_clip_push = "Push";
        anim_comp.PlayAnimationNode("Push");

        target_x = move.GetCurrentTileX();
        target_y = move.GetCurrentTileY();

        target_x += (int)push_direction.x;
        target_y += (int)push_direction.z;

        return(true);
    }
 public override bool ActionStart()
 {
     comp_animation = GetComponent <CompAnimation>();
     comp_audio     = GetComponent <CompAudio>();
     comp_animation.PlayAnimationNode("Draw");
     comp_animation.SetClipDuration("Draw", duration);
     return(true);
 }
    void Start()
    {
        map    = GetLinkedObject("map");
        player = GetLinkedObject("player");

        align          = GetComponent <Align_Steering>();
        arrive         = GetComponent <Arrive_Steering>();
        seek           = GetComponent <Seek_Steering>();
        anim_comp      = GetComponent <CompAnimation>();
        transform_comp = GetComponent <Transform>();
        audio_comp     = GetComponent <CompAudio>();

        player_t = GetLinkedObject("player_obj");

        BT bt = GetComponent <EnemySword_BT>();

        if (bt == null)
        {
            bt = GetComponent <EnemyShield_BT>();
        }
        if (bt == null)
        {
            bt = GetComponent <EnemySpear_BT>();
        }
        if (bt == null)
        {
            bt = GetComponent <Boss_BT>();
        }

        float interpolation = bt.GetCurrentInterpolation();

        current_max_vel       = hurt_max_vel + (max_vel - hurt_max_vel) * interpolation;
        current_max_accel     = hurt_accel + (max_accel - hurt_accel) * interpolation;
        current_max_rot_vel   = hurt_max_rot_vel + (max_rot_vel - hurt_max_rot_vel) * interpolation;
        current_max_rot_accel = hurt_max_rot_accel + (max_rot_accel - hurt_max_rot_accel) * interpolation;

        Vector3 fw = transform_comp.GetForwardVector();

        path = new List <PathNode>();

        //Set Occupied tile in Pathfinder
        tile = new PathNode(0, 0);
        tile.SetCoords((int)(transform_comp.position.x / tile_size + Mathf.Epsilon), (int)(transform_comp.position.z / tile_size + Mathf.Epsilon));
        map.GetComponent <Pathfinder>().UpdateOccupiedTiles(gameObject.GetName(), tile);

        //Set direction
        SetDirection();

        //Sideways animation speeds
        anim_comp.SetClipDuration("WalkRight", sideways_anim_speed);
        anim_comp.SetClipDuration("WalkLeft", sideways_anim_speed);
        anim_comp.SetClipDuration("WalkBack", sideways_anim_speed);
        anim_comp.SetClipDuration("WalkFront", sideways_anim_speed);

        blocking = false;

        path.Clear();
    }
Пример #7
0
 public override bool ActionStart()
 {
     state = SWA_STATE.PRE_APPLY;
     anim  = GetComponent <CompAnimation>();
     anim.SetTransition("ToAttack");
     anim.SetClipDuration("Attack", attack_duration);
     player = GetLinkedObject("target").GetComponent <CharactersManager>();
     //Interrupt player action
     return(true);
 }
Пример #8
0
 public override bool ActionStart()
 {
     GetComponent <Align_Steering>().SetEnabled(false);
     GetComponent <Arrive_Steering>().SetEnabled(false);
     GetComponent <Seek_Steering>().SetEnabled(false);
     //GetComponent<CompAnimation>().SetTransition("ToStun");
     anim_comp = GetComponent <CompAnimation>();
     anim_comp.SetClipDuration("Stun", stun_duration);
     anim_comp.PlayAnimationNode("Stun");
     return(true);
 }
Пример #9
0
    void OnLeverActivated()
    {
        // Called when lever is activated. Set flag to true and play the animation.
        on_lever_animation = true;
        anim_controller    = lever_go.GetComponent <CompAnimation>();
        if (anim_controller != null)
        {
            anim_controller.PlayAnimation(lever_animation_name);
        }

        // Block Walkability
        SetPathWalkable(1, 1);
    }
Пример #10
0
    public override ACTION_RESULT ActionUpdate()
    {
        // Debug.Log("[error]Is melee attack:" + melee_attack);
        if (melee_attack)
        {
            if (interupt == true)
            {
                return(ACTION_RESULT.AR_FAIL);
            }

            //Doing attack
            anim = GetComponent <CompAnimation>();
            if (state == SWA_STATE.PRE_APPLY && anim.IsAnimOverXTime(apply_damage_point))
            {
                state = SWA_STATE.POST_APPLY;
                player.GetDamage(damage);
                //Apply damage to the target
                //Play audio fx
            }
            else if (state == SWA_STATE.POST_APPLY && anim.IsAnimationStopped("Attack"))
            {
                state = SWA_STATE.WAITING;
                return(ACTION_RESULT.AR_SUCCESS);
            }
            return(ACTION_RESULT.AR_IN_PROGRESS);
        }
        else
        {
            if (interupt == true)
            {
                return(ACTION_RESULT.AR_FAIL);
            }

            //Doing attack
            anim = GetComponent <CompAnimation>();
            if (state == SWA_STATE.PRE_APPLY && anim.IsAnimOverXTime(apply_damage_point))
            {
                state = SWA_STATE.POST_APPLY;
                player.GetDamage(damage);
                //Apply damage to the target
                //Play audio fx
            }
            else if (state == SWA_STATE.POST_APPLY && anim.IsAnimationStopped("Attack"))
            {
                state = SWA_STATE.WAITING;
                return(ACTION_RESULT.AR_SUCCESS);
            }
            return(ACTION_RESULT.AR_IN_PROGRESS);
        }
    }
Пример #11
0
    public override bool ActionStart()
    {
        anim_comp  = GetComponent <CompAnimation>();
        audio_comp = GetComponent <CompAudio>();

        anim_comp.PlayAnimationNode("Die");
        //TODO_AI: Die audio
        audio_comp.PlayEvent("Enemy_SwordDrop");

        //PLAY COMBAT MUSIC
        Audio.ChangeState("MusicState", "None");
        GetLinkedObject("event_manager").GetComponent <PerceptionManager>().player_seen = false;
        Debug.Log("COMBAT OFF", Department.PLAYER, Color.BLUE);

        StatsScore.KillEnemy();

        //Play Dead Audio
        if (GetComponent <EnemyShield_BT>() != null)
        {
            audio_comp.PlayEvent("Enemy3_Dead");
        }
        else if (GetComponent <EnemySpear_BT>() != null)
        {
            audio_comp.PlayEvent("Enemy2_Dead");
        }
        else if (GetComponent <EnemySword_BT>() != null)
        {
            audio_comp.PlayEvent("Enemy1_Dead");
        }

        //Deactivate Listener
        if (GetComponent <SpearGuard_Listener>() != null)
        {
            GetComponent <SpearGuard_Listener>().SetEnabled(false);
        }
        else if (GetComponent <ShieldGuard_Listener>() != null)
        {
            GetComponent <ShieldGuard_Listener>().SetEnabled(false);
        }
        else if (GetComponent <SwordGuard_Listener>() != null)
        {
            GetComponent <SwordGuard_Listener>().SetEnabled(false);
        }

        anim_comp.SetClipDuration("Die", duration);
        GetComponent <CompCollider>().CollisionActive(false);
        return(true);
    }
Пример #12
0
    // -------------------------------------------------------------------------------------



    void OnLeverActivated()
    {
        // Called when lever is activated. Set flag to true and play the animation.
        on_lever_animation = true;
        Debug.Log("Animation called");
        anim_controller = lever_go.GetComponent <CompAnimation>();
        if (anim_controller != null)
        {
            anim_controller.PlayAnimation(lever_animation_name);
            Debug.Log("Animation activated");
        }
        else
        {
            Debug.Log("Animation IS NULL!!");
        }
    }
    public override bool ActionStart()
    {
        anim_comp = GetComponent <CompAnimation>();

        anim_comp.SetTransition("ToSheatheSword");
        //TODO_AI: Audio disengage?
        //GetComponent<CompAudio>().PlayEvent("Dracarys");
        anim_comp.SetClipDuration("Sheathe Sword", duration);


        //PLAY COMBAT MUSIC
        Audio.ChangeState("MusicState", "None");
        GetLinkedObject("event_manager").GetComponent <PerceptionManager>().player_seen = false;
        Debug.Log("COMBAT OFF", Department.PLAYER, Color.BLUE);

        return(true);
    }
Пример #14
0
    public override bool ActionStart()
    {
        state     = SWA_STATE.PRE_APPLY;
        anim_comp = GetComponent <CompAnimation>();

        player = GetLinkedObject("target").GetComponent <CharactersManager>();


        if (player.dying == false)
        {
            anim_comp.SetClipDuration("Attack", attack_duration);
            anim_comp.PlayAnimationNode("Attack");
            GetComponent <CompAudio>().PlayEvent("Enemy2_Slash");
        }

        //Interrupt player action
        return(true);
    }
Пример #15
0
    void Start()
    {
        lever_go = GetLinkedObject("lever_go");
        if (door_to_open1 != null)
        {
            door_to_open1 = GetLinkedObject("door_to_open1");
        }

        if (door_to_open2 != null)
        {
            door_to_open2 = GetLinkedObject("door_to_open2");
        }

        close_door_collider = GetLinkedObject("close_door_collider");

        audio = GetComponent <CompAudio>();
        if (audio == null)
        {
            Debug.Log("There is no audio in puzzle!");
        }


        anim_controller = lever_go.GetComponent <CompAnimation>();
        if (anim_controller == null)
        {
            Debug.Log("Animation is null!");
        }


        lever_interact = GetLinkedObject("lever_interact");
        if (lever_interact != null)
        {
            lever_interact.SetActive(false);
            Debug.Log("[green] Deactivated Interact");
        }

        lvl_player = GetLinkedObject("lvl_player");
        if (lvl_player != null)
        {
            movement_player = lvl_player.GetComponent <MovementController>();
        }

        // -------------------------------------------------------
    }
Пример #16
0
    void Update()
    {
        //-- TMP: Debug -----
        if (on_lever_animation && anim_controller.IsAnimationStopped(lever_animation_name))
        {
            OnLeverAnimFinish();
        }

        //-- Lever Triggered -----
        if (on_lever_range && !active_lever && !on_lever_animation)
        {
            if (Input.GetInput_KeyDown("Interact", "Player"))
            {
                if (movement_player == null)
                {
                    OnLeverActivated();
                    GetComponent <CompAudio>().PlayEvent("Lever");
                    lever_interact.SetActive(false);
                }
                //Auxiliary case to detect in the final boss lever if player is moving (to avoid reproducing the cutscene at the wrong tile)
                else if (movement_player != null && movement_player.IsMoving() == false)
                {
                    OnLeverActivated();
                    GetComponent <CompAudio>().PlayEvent("Lever");
                    lever_interact.SetActive(false);
                }
            }
        }

        if (on_lever_animation)
        {
            anim_controller = lever_go.GetComponent <CompAnimation>();
            if (anim_controller != null)
            {
                if (anim_controller.IsAnimationStopped(lever_animation_name))
                {
                    Debug.Log("Lever animation ended.");
                    // The lever animation has stopped so puzzle must start.
                    OnLeverAnimFinish();
                }
            }
        }
    }
Пример #17
0
    public override bool ActionStart()
    {
        event_to_react.start_counting = false;

        bt = GetComponent <EnemySword_BT>();
        if (bt == null)
        {
            bt = GetComponent <EnemyShield_BT>();
        }
        if (bt == null)
        {
            bt = GetComponent <EnemySpear_BT>();
        }

        percep_sight = GetComponent <PerceptionSightEnemy>();

        comp_anim = GetComponent <CompAnimation>();

        move.GoToPlayer((uint)bt.range);
        interupt = false;
        bool ret = move.ActionStart();

        return(ret);
    }
Пример #18
0
    void Update()
    {
        //-- TMP: Debug -----

        /*  if(on_lever_animation && anim_controller.IsAnimationStopped(lever_animation_name))
         * {
         *    OnLeverAnimFinish();
         * }*/

        //-- Lever Triggered -----
        if (on_lever_range && !active_lever && !on_lever_animation)
        {
            //TODO: Change to GetKey_Action
            if (Input.GetInput_KeyDown("Interact", "Player"))
            {
                //Reset other puzzles if exists to avoid audio conflicts
                if (other_lever_1 != null)
                {
                    other_lever_1.GetComponent <Lever>().ResetPuzzle();
                    other_lever_1.GetComponent <PuzzleCountdown>().StopCountdown();
                }
                if (other_lever_2 != null)
                {
                    other_lever_2.GetComponent <Lever>().ResetPuzzle();
                    other_lever_2.GetComponent <PuzzleCountdown>().StopCountdown();
                }

                SetOrientationVectors();
                OnLeverActivated();
                GetComponent <CompAudio>().PlayEvent("Lever");
                lever_interact.SetActive(false);
            }
        }

        //---------------------

        if (on_lever_animation)
        {
            anim_controller = lever_go.GetComponent <CompAnimation>();
            if (anim_controller != null)
            {
                if (anim_controller.IsAnimationStopped(lever_animation_name))
                {
                    // The lever animation has stopped so puzzle must start.
                    OnLeverAnimFinish();
                }
            }
        }

        if (active_lever)
        {
            if (!phase1) // Set info all barrels
            {
                SetInfo(line1, 0);
                SetInfo(line2, 1);
                SetInfo(line3, 2);
                SetInfo(line4, 3);
                SetInfo(line5, 4);
                SetInfo(line6, 5);
                phase1 = true;
            }
            if (!phase2) // Move barrels mode.PUZZLE
            {
                MoveBarrels(line1);
                MoveBarrels(line2);
                MoveBarrels(line3);
                MoveBarrels(line4);
                MoveBarrels(line5);
                MoveBarrels(line6);
                phase3     = true;
                phase2     = true;
                phase_wait = true;
                time       = Time.realtimeSinceStartup + delay_second_mode;
                audio.PlayEvent("Chain");
                MoveChains(true);
            }

            if (phase_wait) // wait to move the other mode
            {
                // Wait delay to move other barrels
                float time_transcured = Time.realtimeSinceStartup;
                if (time_transcured >= time)
                {
                    phase3     = false;
                    phase_wait = false;
                }
            }
            if (!phase3) // Move barrels mode.FILLING
            {
                MoveBarrels(line1, true);
                MoveBarrels(line2, true);
                MoveBarrels(line3, true);
                MoveBarrels(line4, true);
                MoveBarrels(line5, true);
                MoveBarrels(line6, true);
                phase3  = true;
                editmap = true;
            }

            if (fill_barrel != null && fill_barrel.IsPlaced() == true)
            {
                if (editmap)
                {
                    audio.StopEvent("Chain");
                    SetPathWalkable(0, 3);
                    editmap = false;
                    countdown.StartCountdown();
                    MoveChains(false);
                }
                else if (countdown.IsCountdownOver())
                {
                    ResetPuzzle();
                }
            }
        }
    }
    public override bool ActionStart()
    {
        interupt = false;

        /*CompAudio audio = GetComponent<CompAudio>();
         * audio.PlayEvent("Enemy2_Hurt");
         * audio.PlayEvent("SwordHit");*/
        move       = GetComponent <Movement_Action>();
        anim_comp  = GetComponent <CompAnimation>();
        audio_comp = GetComponent <CompAudio>();


        if (next_dmg_type == Enemy_BT.ENEMY_GET_DAMAGE_TYPE.DEFAULT)
        {
            int tile_x              = move.GetCurrentTileX();
            int tile_y              = move.GetCurrentTileY();
            int player_x            = tile_x;
            int player_y            = tile_y;
            MovementController temp = GetLinkedObject("player_obj").GetComponent <MovementController>();
            if (temp != null)
            {
                temp.GetPlayerPos(out int x, out int y);
                player_x = x;
                player_y = y;
            }

            int dif_x = player_x - tile_x;
            int dif_y = player_y - tile_y;

            Movement_Action.Direction dir = move.GetDirection();

            switch (dir)
            {
            case Movement_Action.Direction.DIR_EAST:
                if (dif_x < 0)
                {
                    animation_clip = "HitBack";
                    anim_comp.PlayAnimationNode("HitBack");
                }
                else if (dif_x > 0)
                {
                    animation_clip = "HitFront";
                    anim_comp.PlayAnimationNode("HitFront");
                }
                else if (dif_y < 0)
                {
                    animation_clip = "HitLeft";
                    anim_comp.PlayAnimationNode("HitLeft");
                }
                else if (dif_y > 0)
                {
                    animation_clip = "HitRight";
                    anim_comp.PlayAnimationNode("HitRight");
                }
                break;

            case Movement_Action.Direction.DIR_NORTH:
                if (dif_x < 0)
                {
                    animation_clip = "HitLeft";
                    anim_comp.PlayAnimationNode("HitLeft");
                }
                else if (dif_x > 0)
                {
                    animation_clip = "HitRight";
                    anim_comp.PlayAnimationNode("HitRight");
                }
                else if (dif_y < 0)
                {
                    animation_clip = "HitFront";
                    anim_comp.PlayAnimationNode("HitFront");
                }
                else if (dif_y > 0)
                {
                    animation_clip = "HitBack";
                    anim_comp.PlayAnimationNode("HitBack");
                }
                break;

            case Movement_Action.Direction.DIR_SOUTH:
                if (dif_x < 0)
                {
                    animation_clip = "HitRight";
                    anim_comp.PlayAnimationNode("HitRight");
                }
                else if (dif_x > 0)
                {
                    animation_clip = "HitLeft";
                    anim_comp.PlayAnimationNode("HitLeft");
                }
                else if (dif_y < 0)
                {
                    animation_clip = "HitBack";
                    anim_comp.PlayAnimationNode("HitBack");
                }
                else if (dif_y > 0)
                {
                    animation_clip = "HitFront";
                    anim_comp.PlayAnimationNode("HitFront");
                }
                break;

            case Movement_Action.Direction.DIR_WEST:
                if (dif_x < 0)
                {
                    animation_clip = "HitFront";
                    anim_comp.PlayAnimationNode("HitFront");
                }
                else if (dif_x > 0)
                {
                    animation_clip = "HitBack";
                    anim_comp.PlayAnimationNode("HitBack");
                }
                else if (dif_y < 0)
                {
                    animation_clip = "HitRight";
                    anim_comp.PlayAnimationNode("HitRight");
                }
                else if (dif_y > 0)
                {
                    animation_clip = "HitLeft";
                    anim_comp.PlayAnimationNode("HitLeft");
                }
                break;
            }
        }

        else if (next_dmg_type == Enemy_BT.ENEMY_GET_DAMAGE_TYPE.FIREWALL)
        {
            animation_clip = "HitFire";
            anim_comp.PlayAnimationNode("HitFire");
        }

        anim_comp.SetClipDuration(animation_clip, duration);
        //TODO_AI: Hurt audio
        //GetComponent<CompAudio>().PlayEvent("JaimeHurt");
        return(true);
    }
Пример #20
0
    //--------------

    void Start()
    {
        tile_size = 25.4f;

        lever_go = GetLinkedObject("lever_go");

        audio = GetComponent <CompAudio>();
        if (audio == null)
        {
            Debug.Log("[error] There is no audio in puzzle!");
        }

        countdown = GetComponent <PuzzleCountdown>();
        if (countdown == null)
        {
            Debug.Log("[error] There is no countdown in puzzle!");
        }

        anim_controller = lever_go.GetComponent <CompAnimation>();
        if (anim_controller == null)
        {
            Debug.Log("[error] Animation is null!");
        }

        barrel_puzzel_manager = GetComponent <BarrelPuzzleManager>();
        if (barrel_puzzel_manager == null)
        {
            Debug.Log("[error] Animation is null!");
        }

        Puzzle_line_1 = GetLinkedObject("Puzzle_line_1");
        Puzzle_line_2 = GetLinkedObject("Puzzle_line_2");
        Puzzle_line_3 = GetLinkedObject("Puzzle_line_3");
        Puzzle_line_4 = GetLinkedObject("Puzzle_line_4");
        Puzzle_line_5 = GetLinkedObject("Puzzle_line_5");
        Puzzle_line_6 = GetLinkedObject("Puzzle_line_6");

        line1 = new List <GameObject>();
        line2 = new List <GameObject>();
        line3 = new List <GameObject>();
        line4 = new List <GameObject>();
        line5 = new List <GameObject>();
        line6 = new List <GameObject>();

        // Get All barrels from Puzzle.
        SetBarrels();

        // Desactivate all barrels, while the player dont stay in puzzle.
        DesactivateBarrels(line1);
        DesactivateBarrels(line2);
        DesactivateBarrels(line3);
        DesactivateBarrels(line4);
        DesactivateBarrels(line5);
        DesactivateBarrels(line6);

        // Map
        current_path = new Path(barrel_per_line, number_lines, puzzle_orientation);
        GeneratePath();

        lever_interact = GetLinkedObject("lever_interact");

        lever_interact.SetActive(false);

        if (other_lever_1 != null)
        {
            other_lever_1 = GetLinkedObject("other_lever_1");
        }
        if (other_lever_2 != null)
        {
            other_lever_2 = GetLinkedObject("other_lever_2");
        }

        chain_line_1 = GetLinkedObject("chain_line_1");
        chain_line_2 = GetLinkedObject("chain_line_2");
        chain_line_3 = GetLinkedObject("chain_line_3");
        chain_line_4 = GetLinkedObject("chain_line_4");
        chain_line_5 = GetLinkedObject("chain_line_5");
        chain_line_6 = GetLinkedObject("chain_line_6");

        chains_1 = new List <GameObject>();
        chains_2 = new List <GameObject>();
        chains_3 = new List <GameObject>();
        chains_4 = new List <GameObject>();
        chains_5 = new List <GameObject>();
        chains_6 = new List <GameObject>();

        // Get All Chains from Puzzle.
        SetChains();

        //// Testing --------------------------------------------
        //for (int y = 0; y < number_lines; y++)
        //{
        //    for (int x = 0; x < barrel_per_line; x++)
        //    {
        //        current_path.walkability[x, y] = 0;
        //    }
        //}

        //current_path.walkability[4, 0] = 1;
        //current_path.walkability[4, 1] = 1;
        //current_path.walkability[4, 2] = 1;
        //current_path.walkability[4, 3] = 1;
        //current_path.walkability[5, 3] = 1;
        //current_path.walkability[5, 4] = 1;
        //current_path.walkability[5, 5] = 1;



        // -------------------------------------------------------
    }
Пример #21
0
 public void Start()
 {
     animator = GetComponent <CompAnimation>();
     player   = GetLinkedObject("player");
 }
Пример #22
0
 void Start()
 {
     anim = GetComponent <CompAnimation>();
 }