void UnHighlight() { FollowSelectedTeddy wisp = FindObjectOfType <FollowSelectedTeddy>(); if (wisp) { wisp.UnSetTarget(); } }
public void UnTarget() { TeddyState teddy_state = _target.GetComponent <TeddyState>(); if (teddy_state) { teddy_state.state = TeddyState.State.DEAD; } _target = null; _wisp.UnSetTarget(); }
// Update is called once per frame void Update() { // SPECIAL FOR THE TUTORIAL TEDDY // TODO: MAKE IT NOT HARD CODED... unless we don't actually have to state.selectable = false; state.facing = TeddyState.Facing.RIGHT; if (_wisp == null) { _wisp = FindObjectOfType <FollowSelectedTeddy>(); } Ray ray_down = new Ray(transform.position, new Vector3(0.0f, -1.0f)); float distance = (transform.position - player.transform.position).magnitude; //Debug.Log(distance + " > " + max_dist_to_player + " : " + (distance > max_dist_to_player)); if (distance > max_dist_to_player) { state.state = TeddyState.State.WAITING; if (_wisp) { _wisp.UnSetTarget(); } } else if (distance < trigger_dist_to_player) { if (_wisp) { _wisp.SetTarget(gameObject); } if (state.facing == TeddyState.Facing.RIGHT) { state.state = TeddyState.State.MOVING_RIGHT; } else { state.state = TeddyState.State.MOVING_LEFT; } } }