private GameObject m_CanvasGameObject; // Refrence to the UI Cavas gameobject to turn UI on or off. // Setup Method... Called by the game manager to initialize tank stats. public void Setup() { // assign ref. from tank movement script // assign ref. from tank shooting script // assign ref. from patrol movement AI script // assign ref. from rage movement AI script // assign ref from child UI canavas m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_PatrolMove = m_Instance.GetComponent <PatrolMovement>(); m_RageMove = m_Instance.GetComponent <RageMovement>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; // setting the player number for moving script // setting the player number for shooting script m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // player text readout to UI uses tags "<color> </color>". // READS: (Player Color) PLAYER(#) m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // assign an array of mesh renderers setting to the components in children that are mesh renderers. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Takes all these mesh renderers and goes through each and sets this to the players number color. for (int i = 0; i < renderers.Length; i++) { // Set color. renderers[i].material.color = m_PlayerColor; } }
public override void OnInspectorGUI() { DrawDefaultInspector(); PatrolMovement ptrlMvmt = (PatrolMovement)target; if (GUILayout.Button("Add Patrol Point")) { ptrlMvmt.AddPatrolPoint(); } if (GUILayout.Button("Delete Patrol Points")) { ptrlMvmt.DeletePatrolPoints(); } }
private void OnGUI() { GUILayout.Label("[Add or remove waypoints]"); wpManager = FindObjectOfType <WaypointManager>(); traverseObject = FindObjectOfType <PatrolMovement>(); if (GUILayout.Button("Add +")) { wpManager.AddNewWaypoint(); } if (GUILayout.Button("Remove -")) { wpManager.RemoveLastWaypoint(); } GUILayout.Label("\n[Other settings]"); wpColor = EditorGUILayout.ColorField("Circle color", wpColor); waypointCircleRadius = EditorGUILayout.Slider("Circle radius", waypointCircleRadius, minCircleRadius, maxCircleRadius); pathColor = EditorGUILayout.ColorField("Path color", pathColor); hideWaypoints = EditorGUILayout.Toggle("Hide waypoints", hideWaypoints); }