private void Start() { playersInObstructionAtStart = new List <GameObject>(); playersToRemove = new List <GameObject>(); spawnAndTrackItemsScript = FindObjectOfType <SpawnAndTrackItems>(); clickToMoveScript = FindObjectOfType <ClickToMove>(); playersInBox = new List <GameObject>(); obstructionCollider = gameObject.GetComponent <Collider>(); colliderWidthAndLength = obstructionCollider.bounds.size.x; colliderHeight = obstructionCollider.bounds.size.y; colliderHalfExtents = new Vector3(colliderWidthAndLength, colliderHeight, colliderWidthAndLength) / 2; Collider[] insideAtStart = Physics.OverlapBox(transform.position, colliderHalfExtents, Quaternion.identity); /** * For every player that is in the obstruction on instantiation, add them to a List to allow them to walk through the obstruction temporarily. * */ foreach (var collider in insideAtStart) { //add one collider per player if (collider.gameObject.tag.Equals("Player") && !collider.isTrigger) { playersInObstructionAtStart.Add(collider.gameObject); } } }
//right click is 1 //left click is 0 //middle button is 2 void Start() { rightClickMenu = false; //itemDropdownMenuScript = GetComponent<ItemDropdownMenu>(); storedLocations = new Stack <Vector3>(); sizeText = sizeTextObject; visualText = visualTextObject; playerTransform = GetComponentInParent <Transform>(); agent = gameObject.GetComponent <NavMeshAgent>(); inventory = FindObjectOfType <Inventory>(); moveAwayScript = FindObjectOfType <MoveAwayFromObstruction>(); trackItemsScript = FindObjectOfType <SpawnAndTrackItems>(); spawnScriptReference = trackItemsScript.gameObject.GetComponent <SpawnScript>(); itemMouseover = mouseover; Rect rt = itemMouseover.GetComponent <RectTransform>().rect; mouseOverOffset = new Vector3(-6 + -rt.width, 5 + rt.height, 0); players = 1 << LayerMask.NameToLayer("Player"); itemLayerMask = 1 << LayerMask.NameToLayer("Item"); groundLayerMask = 1 << LayerMask.NameToLayer("Level"); obstructions = 1 << LayerMask.NameToLayer("Obstruction"); itemsGroundObstructions = itemLayerMask | groundLayerMask | obstructions; itemsPlayersObstructionsMask = itemLayerMask | obstructions | players; }
/** * Used to configure the inventory slots * */ void Start() { inventory = FindObjectOfType <Inventory>(); placeableItemScript = FindObjectOfType <PlaceableItem>(); trackItemsScript = FindObjectOfType <SpawnAndTrackItems>(); backgroundSlots = inventory.backgroundSlots; inventorySlots = inventory.allInventorySlots; //canvas = FindObjectOfType<Canvas>(); Items = new Stack <Item>(); RectTransform slotRectTrans = GetComponent <RectTransform>(); RectTransform textRectTrans = stackText.GetComponent <RectTransform>(); int textScaleFactor = (int)(slotRectTrans.sizeDelta.x * scaleFactor); textRectTrans.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, slotRectTrans.sizeDelta.y); textRectTrans.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, slotRectTrans.sizeDelta.x); stackText.resizeTextMaxSize = textScaleFactor; stackText.resizeTextMinSize = textScaleFactor; }