private void Start() { navMeshAgent = GetComponent <NavMeshAgent>(); fighter = GetComponent <Fighter>(); health = GetComponent <Health>(); player = GameObject.FindWithTag("Player"); mover = GetComponent <ClickMove>(); guardPosition = transform.position; }
void Start() { character = GetComponent <Character>(); RF = GetComponent <RangeFinder>(); if (character) { CharacterPlayerNav = character.GetPlayerNav(); } }
void Awake() { if (ClickMove.instance == null) { ClickMove.instance = this; } cc = Player.GetComponent <CharacterController>(); target.transform.rotation = rotation; }
void Cube() { other = GameObject.Find ("Cube"); clickmove=GetComponent<ClickMove> (); if (GUI.Button (new Rect (Screen.width / 2, Screen.height / 2, 300, 300), "Change Color")) { other.renderer.material.color = Color.blue; clickmove.enabled = false; } else clickmove.enabled = true; }
protected float RateMove(Shape[,] board, ClickMove testMove) { int columnCount = board.GetLength(0); int rowCount = board.GetLength(1); Shape target = board[testMove.FromColumn, testMove.FromRow]; Swap(board, testMove); float result = 0; try { //bool isVertical3_1 = false; if (testMove.ToRow > 1 && (board[testMove.ToColumn, testMove.ToRow - 2] == board[testMove.ToColumn, testMove.ToRow - 1] && board[testMove.ToColumn, testMove.ToRow - 1] == target)) result++; //isVertical3_1 = true; //bool isVertical3_2 = false; if ((testMove.ToRow > 0 && testMove.ToRow < rowCount - 1) && (board[testMove.ToColumn, testMove.ToRow - 1] == target && target == board[testMove.ToColumn, testMove.ToRow + 1])) result++; //isVertical3_2 = true; //bool isVertical3_3 = false; if ((testMove.ToRow < rowCount - 2) && (target == board[testMove.ToColumn, testMove.ToRow + 1] && board[testMove.ToColumn, testMove.ToRow + 1] == board[testMove.ToColumn, testMove.ToRow + 2])) result++; //isVertical3_3 = true; // if (isVertical3_1 || isVertical3_2 || isVertical3_3) // return 1; //bool isHorizontal3_1 = false; if (testMove.ToColumn > 1 && (board[testMove.ToColumn - 2, testMove.ToRow] == board[testMove.ToColumn - 1, testMove.ToRow] && board[testMove.ToColumn - 1, testMove.ToRow] == target)) result++; //isHorizontal3_1 = true; //bool isHorizontal3_2 = false; if ((testMove.ToColumn > 0 && testMove.ToColumn < columnCount - 1) && (board[testMove.ToColumn - 1, testMove.ToRow] == target && target == board[testMove.ToColumn + 1, testMove.ToRow])) result++;// isHorizontal3_2 = true; //bool isHorizontal3_3 = false; if ((testMove.ToColumn < columnCount - 2) && (target == board[testMove.ToColumn + 1, testMove.ToRow] && board[testMove.ToColumn + 1, testMove.ToRow] == board[testMove.ToColumn + 2, testMove.ToRow])) result++; //isHorizontal3_3 = true; //if (isHorizontal3_1 || isHorizontal3_2 || isHorizontal3_3) // return 1; return result; } finally { Swap(board, testMove.Flipped); } }
// OnTriggerEnter() gets called when this GameObject collides with another GameObject. The parameter Collider it takes is the OTHER collider not THIS. void OnTriggerEnter(Collider other) { // GameObjects have components, name here is an example of how to call one Debug.Log(other.gameObject.name); // PlayerCharacter here is a name of a script we've attached to another GameObj. Here we check to see if the OTHER thing we've collided w/ has that script attached to it (by checking it's components to see if the script name is there). ClickMove player = other.GetComponent <ClickMove>(); // So we'd just check if that component was null or not to test collision. if (player != null) { Debug.Log("Hit a player"); // This is us calling the takeDamage function from the attached PlayerCharacter script player.painedScreaming(); } // Destroys whatever GameObjs is in the parameter, in this case it kills itself. Destroy(this); // This is also an example of destroying the GAMEOBJECT the script is attached to Destroy(gameObject); }
void Start() { PlayerNav = GetComponent <ClickMove>(); HealthBar = GetComponentInChildren <Image>(); NameBox.text = _name; UpdateMoney(money); Spawn(); GLOBAL.PlayingAs = this; shop = GetComponent <Shop>(); if (shop) { shop.ShowHide(false); } }
protected void Swap(Shape[,] board, ClickMove move) { Shape temp = board[move.ToColumn, move.ToRow]; board[move.ToColumn, move.ToRow] = board[move.FromColumn, move.FromRow]; board[move.FromColumn, move.FromRow] = temp; }
// void ai_1(){ // //other = GameObject.Find ("npc_1"); // clickmove=GetComponent<ClickMove> (); // //if (GUI.Button (new Rect (Screen.width / 2, Screen.height / 2, 300, 300), "Move left")) { // //transform.position += Vector3.left * 10.0f; // //other.renderer.material.color = Color.blue; // clickmove.enabled = false; // // else // //clickmove.enabled = true; // // } void dontmove() { clickmove = GetComponent<ClickMove> (); clickmove.enabled = false; }
private void MoveSquares(ClickMove move) { MoveSquares(move.FromColumn, move.FromRow, move.ToColumn, move.ToRow); }
// Start is called before the first frame update void Start() { _clickMove = GetComponent <ClickMove>(); _renderer = GetComponent <Renderer>(); Deselect(); }
void Start() { furniture = GetComponent <Furniture>(); player = GameObject.FindWithTag("Player").GetComponent <ClickMove>(); }