// If the player loss
    private void rayCast()
    {
        line = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0.5f));
        Debug.DrawRay(line.origin, line.direction, Color.cyan);
        RaycastHit hit;

        if (Physics.Raycast(line, out hit))
        {
            if (hit.collider.name == boxes[0].name)
            {
                player_directions = Directions.Points.UP;
            }
            if (hit.collider.name == boxes[1].name)
            {
                player_directions = Directions.Points.DOWN;
            }
            if (hit.collider.name == boxes[2].name)
            {
                player_directions = Directions.Points.RIGHT;
            }
            if (hit.collider.name == boxes[3].name)
            {
                player_directions = Directions.Points.LEFT;
            }
            Debug.Log(hit.collider.ToString());
        }
    }
Пример #2
0
    void randomNumber()
    {
        switch (ai_State)
        {
        case State.STATE.ROCK_PAPER_SCISSORS:
            ai_hands = (HandSigns.Signs)Random.Range(0, 2);
            break;

        case State.STATE.LOOK_OVER_THERE:
            ai_points = (Directions.Points)Random.Range(0, 3);
            break;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        // Default Start
        playerState       = State.STATE.ROCK_PAPER_SCISSORS;
        player_hands      = HandSigns.Signs.NONE;
        player_directions = Directions.Points.NONE;

        boxes    = new GameObject[4];
        boxes[0] = new GameObject("Up_Box");
        boxes[1] = new GameObject("Down_Box");
        boxes[2] = new GameObject("Right_Box");
        boxes[3] = new GameObject("Left_Box");

        line.origin = transform.position;
    }
Пример #4
0
 // Start is called before the first frame update
 void Start()
 {
     ai_State  = State.STATE.ROCK_PAPER_SCISSORS;
     ai_hands  = HandSigns.Signs.NONE;
     ai_points = Directions.Points.NONE;
 }
 public void pointLeft()
 {
     player_directions = Directions.Points.LEFT;
 }
 public void pointRight()
 {
     player_directions = Directions.Points.RIGHT;
 }
 public void pointDown()
 {
     player_directions = Directions.Points.DOWN;
 }
 // Public Directions commands for Pointing buttons
 public void pointUp()
 {
     player_directions = Directions.Points.UP;
 }