Пример #1
0
    public void FindEnemies()
    {
        enemies = GetComponentsInChildren <Enemy>();
#if UNITY_EDITOR
        EditorSceneManagement.MarkSceneDirty(SceneManagement.Active);
        EditorUtility.SetDirty(this);
#endif
    }
Пример #2
0
    // • • • • • • • • • • • • • • • • • • • • //

    //
    // U s e r
    //

    public void SetEnemies()
    {
#if UNITY_EDITOR
        if (!player)
        {
            player = FindObjectOfType <FPSPlayer>();
        }
        if (!player)
        {
            Debug.LogError("Could not find the player in this level");
            return;
        }
#else
        // Get the player from the service locator
        if (!player)
        {
            player = Locator.Get <FPSPlayer>();
        }
#endif
        // E x i t
        if (null == enemies || 0 == enemies.Length)
        {
            return;
        }
        // Get the player collider
        Collider playerCollider = player ? player.GetComponent <Collider>() : null;

        foreach (Enemy enemy in enemies)
        {
            // C o n t i n u e
            if (enemy.set)
            {
                continue;
            }
            // Set the manager
            enemy.manager = this;
            // Set the target
            enemy.target = player.transform;
            // Set the target bounds
            enemy.targetBounds = (null != playerCollider) ? playerCollider.bounds : default(Bounds);
            // Debug
            DebugEnemy(enemy);
#if UNITY_EDITOR
            EditorSceneManagement.MarkSceneDirty(SceneManagement.Active);
            EditorUtility.SetDirty(enemy);
#endif
        }
    }
Пример #3
0
    public void FindCubeManager()
    {
#if UNITY_EDITOR
        if (!EditorApplication.isPlaying)
        {
            cubeManager = FindObjectOfType <CubePickupManager>();
        }
        else
        {
#endif
        cubeManager = Locator.Get <CubePickupManager>();
#if UNITY_EDITOR
    }

    EditorSceneManagement.MarkSceneDirty(SceneManagement.Active);
    EditorUtility.SetDirty(this);
#endif
    }