void Start() { node = GetComponent <Node>(); accessibleNodes = GetComponent <AccessibleNodes>(); movementSpeed = 5.0f; isWaiting = true; }
void ReAdjustNodes() { foreach (var connectingNode in accessibleNodes.connectingNodes) { AccessibleNodes accNodes = connectingNode.transform.GetComponent <AccessibleNodes>(); for (int i = 0; i < accNodes.connectingNodes.Count; i++) { accNodes.connectingNodes.Remove(transform.GetComponent <Node>()); } } accessibleNodes.CalculateConnectingNodes(); foreach (var connectingNode in accessibleNodes.connectingNodes) { connectingNode.transform.GetComponent <AccessibleNodes>().connectingNodes.Add(transform.GetComponent <Node>()); } }
void Start() { node = GetComponent <Node>(); accessibleNodes = GetComponent <AccessibleNodes>(); deselectObject = true; GameObject[] playerObjects = GameObject.FindGameObjectsWithTag("Player"); players = new List <PlayerMovement>(); foreach (var item in playerObjects) { players.Add(item.GetComponent <PlayerMovement>()); } if (polarity) { movementSpeed *= -1.0f; } }
void Start() { node = GetComponent <Node>(); accessibleNodes = GetComponent <AccessibleNodes>(); }