void SendMsg() { if (isLevelDoor || isLastLevel) { roomNum++; int totalFollowingRats = 0; GameObject[] rats = GameObject.FindGameObjectsWithTag(ratsTag); foreach (GameObject rat in rats) { rat_pack_tracking ratTracker = rat.GetComponent <rat_pack_tracking>(); if (ratTracker != null && ratTracker.InBossRange()) { totalFollowingRats++; } } carryOverRats = totalFollowingRats; nextSceneStatic = nextScene; if (isLastLevel) { SceneManager.LoadScene(victory); return; } Debug.Log(transitionLevel); SceneManager.LoadScene(transitionLevel); } else // door is in the transition level { Debug.Log(nextSceneStatic); SceneManager.LoadScene(nextSceneStatic); } }
// Start is called before the first frame update void Start() { BoxCollider collider = GetComponent <BoxCollider>(); GameObject[] rats = GameObject.FindGameObjectsWithTag(ratsTag); foreach (GameObject rat in rats) { rat_pack_tracking ratTracker = rat.GetComponent <rat_pack_tracking>(); if (ratTracker != null) { ratTracker.randomPlaceLimits = collider; } } }
void Start() { characterController = GetComponent <CharacterController>(); heldObject = null; interactable = null; anchorRotation = false; if (ratPrefab != null) { int carriedRats = NextLevel.carryOverRats; for (int i = 0; i < carriedRats; i++) { GameObject newRat = Instantiate(ratPrefab, transform.position, ratPrefab.transform.rotation); rat_pack_tracking ratScript = newRat.GetComponent <rat_pack_tracking>(); ratScript.BossRat = this.transform; ratScript.randomPlaceLimits = playableArea; } } Camera mainCam = Camera.main; verticalAxis = new Vector3(mainCam.transform.forward.x, 0, mainCam.transform.forward.z).normalized; horizontalAxis = new Vector3(mainCam.transform.right.x, 0, mainCam.transform.right.z).normalized; }