private void RepositionScreen(float prepareTime) { if (_followTarget) { _followTarget.SetTarget(_screenLookAtPosition, prepareTime); } }
void Start() { //Instantiate the player and change it's name playerInstance = (Transform)Instantiate(playerPrefab, new Vector3(0, 3, 0), Quaternion.identity); playerInstance.name = "Player"; //Assign the camera the player object so it can be followed cameraScript.SetTarget(playerInstance); //Save the PlayerMovement component of the player playerMovement = playerInstance.GetComponent <PlayerMovement> (); }
private void SpawnObject() { for (int i = 0; i < Enemies; i++) { randPlace = new Vector3(Random.Range(-20, 20), 0.5f, Random.Range(-20, 20)); GameObject objectClone = Instantiate(CubeMan, randPlace, Quaternion.identity); objectClone.transform.SetParent(transform); // stvara neprijatelja kao dijete objekta ispod kojeg je stvoreno FollowTarget folowTarget = objectClone.GetComponent <FollowTarget>(); //stvorili smo varijablu klase FT i spremili ovo unutra if (folowTarget) // ukoliko postoji na objektu FT onda postavi koga da se lovi { folowTarget.SetTarget(TargetToChase); } } }
// Update is called once per frame void Update() { if (VerifyHouse() && mode == Mode.ExitHouse) { mode = Mode.Scatter; } if (mode == Mode.Eyes) { VerifyOnHouse(); } switch (mode) { case Mode.Chase: if (!followscript.enabled) { followscript.enabled = true; } frightscript.enabled = false; SetTarget(); break; case Mode.Scatter: if (!followscript.enabled) { followscript.enabled = true; } frightscript.enabled = false; followscript.SetScatter(); break; case Mode.Fright: followscript.enabled = false; frightscript.enabled = true; break; case Mode.Eyes: frightscript.enabled = false; if (!followscript.enabled) { followscript.enabled = true; } followscript.ReturnHome(); break; case Mode.ExitHouse: if (!followscript.enabled) { followscript.enabled = true; } followscript.CanEnterHouse = false; frightscript.enabled = false; followscript.SetTarget(new Vector2(0, 4.5f)); break; case Mode.Waiting: followscript.enabled = false; frightscript.enabled = false; GetComponent <Rigidbody2D>().velocity = Vector2.zero; break; } }