void Update() { if (Time.time > m_Time + m_startDelay) { if (Time.time > m_Time2 + m_makeDelay && m_count < m_makeCount) { Vector3 m_pos = transform.position + GetRandomVector(m_randomPos); Quaternion m_rot = transform.rotation * Quaternion.Euler(GetRandomVector(m_randomRot)); for (int i = 0; i < m_makeObjs.Length; i++) { GameObject m_obj = Instantiate(m_makeObjs[i], m_pos, m_rot); m_obj.transform.parent = this.transform; if (m_movePos) { if (m_obj.GetComponent <MoveToObject>()) { MoveToObject m_script = m_obj.GetComponent <MoveToObject>(); m_script.m_movePos = m_movePos; } } } m_Time2 = Time.time; m_count++; } } }
public void moveToObject(GameObject thisObject, GameObject targetObject, float time) { MoveToObject _MoveToObject = thisObject.AddComponent <MoveToObject> (); _MoveToObject.init(targetObject, time); _actions.Add(_MoveToObject); }
void Update() { m_Time += Time.deltaTime; if (Time.time < m_Time2 + m_startDelay) { return; } if (m_Time > m_makeDelay && m_count < m_makeCount) { float Angle = 2.0f * Mathf.PI / m_makeCount * m_count; float pos_X = Mathf.Cos(Angle) * m_interval; float pos_Z = Mathf.Sin(Angle) * m_interval; m_Time = 0.0f; for (int i = 0; i < m_makeObjs.Length; i++) { GameObject m_obj = Instantiate(m_makeObjs[i], transform.position + new Vector3(pos_X, 0, pos_Z), Quaternion.LookRotation(new Vector3(pos_X, 0, pos_Z)) * m_makeObjs[i].transform.rotation); m_obj.transform.parent = this.transform; if (m_movePos) { if (m_obj.GetComponent <MoveToObject>()) { MoveToObject m_script = m_obj.GetComponent <MoveToObject>(); m_script.m_movePos = m_movePos; } } } m_count++; } }
void Start() { for (int i = 0; i < m_makeObjs.Length; i++) { GameObject m_obj = Instantiate(m_makeObjs[i], transform.position, transform.rotation); m_obj.transform.parent = this.transform; m_obj.transform.rotation *= Quaternion.Euler(GetRandomVector(m_randomRotationValue)); if (m_movePos) { if (m_obj.GetComponent <MoveToObject>()) { MoveToObject m_script = m_obj.GetComponent <MoveToObject>(); m_script.m_movePos = m_movePos; } } } }
private void StartMovement() { if (enemySO.movementPattern.Equals(0)) { movementPoints.Insert(0, transform.position); MoveBetweenPoints movement = new MoveBetweenPoints(gameObject, movementPoints, enemySO.speed); StartCoroutine(movement.StartMoving()); } else if (enemySO.movementPattern.Equals(1)) { MoveToObject movement = new MoveToObject(gameObject, GameObject.FindWithTag("Player"), enemySO.speed); StartCoroutine(movement.StartMoving()); } else if (enemySO.movementPattern.Equals(99)) { //99 code is to not move } }
void Update() { m_Time += Time.deltaTime; Vector3 addedPos = new Vector3(0, 0, 0); int crossMake = 0; if (m_Time > m_makeDelay && m_count < m_makeCount) { if (m_isCrossMake) { if (m_count % 2 == 0) { crossMake = 1; } else { crossMake = -1; } } addedPos = transform.forward * m_objectSize * m_count; Vector3 pos = transform.position - new Vector3(0, m_subtractYValue, 0) + addedPos + (transform.right * crossMake); Quaternion rot = transform.rotation * Quaternion.Euler(-90, 0, 0); for (int i = 0; i < m_makeObjs.Length; i++) { GameObject m_obj = Instantiate(m_makeObjs[i], pos, rot); m_obj.transform.parent = this.transform; if (m_movePos) { if (m_obj.GetComponent <MoveToObject>()) { MoveToObject m_script = m_obj.GetComponent <MoveToObject>(); m_script.m_movePos = m_movePos; } } } m_Time = 0; m_count++; } }
void Update() { if (Time.time > m_Time + m_startDelay && !isMade) { isMade = true; for (int i = 0; i < m_makeObjs.Length; i++) { GameObject m_obj = Instantiate(m_makeObjs[i], transform.position, transform.rotation); m_obj.transform.parent = this.transform; if (m_movePos) { if (m_obj.GetComponent <MoveToObject>()) { MoveToObject m_script = m_obj.GetComponent <MoveToObject>(); m_script.m_movePos = m_movePos; } } } } }
private void InitCamera() { // Add Add camera if is the local player if (isLocalPlayer) { //print("Local player initializing"); GameObject cameraGO = GetComponentsInChildren <Transform>()[1].gameObject; // Get index 1 because getcomponents in children includes this if the component is present on this cameraGO.AddComponent <Camera>(); cameraGO.AddComponent <AudioListener>(); cameraGO.AddComponent <FlareLayer>(); MoveToObject moveToObject = cameraGO.AddComponent <MoveToObject>(); moveToObject.target = cameraMoveTarget; //print("Local player done initalizing"); } else { // If the current player is not local, then delete where camera would go Destroy(cameraMoveTarget.gameObject); return; } }