Пример #1
0
    void Awake()
    {
        LavaWall = this;
        LevelReset.myLevelElements.Add(this);          //I add this to the LevelReset to the monobehavior, this will call the reset
        //function when the player dies. if this code was more organized/better
        //we would instead be inheiting our level elements from a base class
        //and calling a virtual Reset function which could be overriden in each child
        //class.
        Transform myTargetParents = this.transform.FindChild("Targets");          //This is the object that holds my targets

        //this isn't the best practice, but was good enough for now

        for (int child = 0; child < myTargetParents.childCount; child++)                    //for each child of my child holder
        {
            myTargetPoints.Add(myTargetParents.GetChild(child).GetComponent <LavaChunk>()); //add their lava chunk to my list
            myTargetPoints [child].SetLavaWall(this);                                       //set the lava wall reference in the chunk, so they can call the snap and whatnot
            myTargetPoints [myTargetPoints.Count - 1].DisableRenderer();                    //go to each lava chunk and call disable renderer, so they're invisible
        }
    }
Пример #2
0
    void Awake()
    {
        LavaWall = this;
        LevelReset.myLevelElements.Add (this); //I add this to the LevelReset to the monobehavior, this will call the reset
                                                //function when the player dies. if this code was more organized/better
                                                //we would instead be inheiting our level elements from a base class
                                                //and calling a virtual Reset function which could be overriden in each child
                                                //class.
        Transform myTargetParents = this.transform.FindChild ("Targets"); //This is the object that holds my targets
                                                                            //this isn't the best practice, but was good enough for now

        for (int child = 0; child < myTargetParents.childCount; child++) { //for each child of my child holder
            myTargetPoints.Add (myTargetParents.GetChild (child).GetComponent<LavaChunk>());  //add their lava chunk to my list
            myTargetPoints [child].SetLavaWall (this); //set the lava wall reference in the chunk, so they can call the snap and whatnot
            myTargetPoints [myTargetPoints.Count - 1].DisableRenderer (); //go to each lava chunk and call disable renderer, so they're invisible
        }
    }
Пример #3
0
 public void SetLavaWall(TestingLava myLava)
 {
     myLavaWall = myLava;         //when the lava chunk is grabbed by the lava wall controller, give chunks a reference to be used
     //in the snap to me
 }
Пример #4
0
 public void SetLavaWall(TestingLava myLava)
 {
     myLavaWall = myLava; //when the lava chunk is grabbed by the lava wall controller, give chunks a reference to be used
                         //in the snap to me
 }