void Start() { player = GameObject.Find("Player"); walls = GameObject.FindGameObjectWithTag("Walls").GetComponent <WallColliderPosition>(); weaponsActiveCount = 0; }
void Start() { walls = GameObject.FindGameObjectWithTag("Walls").GetComponent <WallColliderPosition>(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager>(); Camera cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); transform.position = new Vector3(cam.ScreenToWorldPoint(new Vector3(Screen.width / 2f, 0f, 0f)).x, 0f, cam.ScreenToWorldPoint(new Vector3(0f, Screen.height / 2f, 0f)).z); }
// this function will return a vector that is not too close to the player and not outside the wall public static Vector3 GetRandomLocation(WallColliderPosition walls, GameObject player) { Vector3 pos = RandomVector(walls); while (VectorTooClose(pos, player)) { pos = RandomVector(walls); } return(pos); }
public static bool InsideTheWall(Vector3 pos, WallColliderPosition walls) { bool inside = true; if (pos.x > walls.right.position.x - 1f || pos.x < walls.left.position.x + 1f) { inside = false; } if (pos.z > walls.top.position.z - 1f || pos.z < walls.bottom.position.z + 1f) { inside = false; } return(inside); }
void Start() { walls = GameObject.FindGameObjectWithTag("Walls").GetComponent <WallColliderPosition>(); GetComponent <NavMeshAgent>().enabled = false; GetComponent <EnemyAttack>().activateColliders(); // we dont want the static enemy to collide with walls Collider[] colliders = GetComponents <SphereCollider>(); foreach (Collider col in colliders) { if (!col.isTrigger) { col.enabled = false; } } }
public static Vector3 RandomVector(WallColliderPosition walls) { return(new Vector3(Random.Range(walls.left.position.x + 2f, walls.right.position.x - 2f), 0f, Random.Range(walls.top.position.z - 2f, walls.bottom.position.z + 2f))); }