void MakeNode(Vector3 direct) { GameObject prefab = ZapManager.Instance.nodePrefab; GameObject newNodeObj = Instantiate(prefab, transform.position + direct * ZapManager.Instance.nodeStep, Quaternion.identity, transform); ZapNode newNode = newNodeObj.GetComponent <ZapNode>(); newNode.SetParent(this); }
public void Zap() { Vector3 zapDirect = ZapManager.GetZapDirect(transform.position); GameObject prefab = ZapManager.Instance.nodePrefab; GameObject newNodeObj = Instantiate(prefab, transform.position + zapDirect * ZapManager.Instance.nodeStep, Quaternion.identity, transform); ZapNode newNode = newNodeObj.GetComponent <ZapNode>(); newNode.MakeRoot(this); Debug.Log("zap zap"); }
void StrikeLine() { /* * strikeLine = gameObject.AddComponent<LineRenderer>(); * strikeLine.SetPosition(0, transform.position); * strikeLine.SetPosition(1, strikePartner.transform.position); * strikeLine.startColor = ZapManager.Instance.strikeColor; * strikeLine.endColor = ZapManager.Instance.strikeColor; */ GameObject prefab = ZapManager.Instance.nodePrefab; GameObject newNodeObj = Instantiate(prefab, transform.position, Quaternion.identity, transform); ZapNode newNode = newNodeObj.GetComponent <ZapNode>(); newNode.SetParent(strikePartner); newNode.Strike(); }
void CheckStrike() { // check if can strike GameObject[] nodes = ProximityDetect.FindBots(transform.position, ZapManager.nodeStrikeRadius, ZapManager.Instance.nodeMask); foreach (GameObject nObj in nodes) { ZapNode nZap = nObj.GetComponent <ZapNode>(); if (nZap.root.id != root.id) { strikePartner = nZap; StrikeLine(); Strike(); break; } } }
public void SetParent(ZapNode _node) { parent = _node; SetupLine(_node.gameObject); root = parent.root; }