public override void OnInspectorGUI()
    {
        DrawDefaultInspector();
        if (path != null)
        {
            //    path.NormalPath = EditorGUILayout.ObjectField("Normal Path", path.NormalPath, typeof(GameObject), true) as GameObject;
            //    path.OneWayPath = EditorGUILayout.ObjectField("One Way Path", path.OneWayPath, typeof(GameObject), true) as GameObject;
            //    path.HighlightedNormalPath = EditorGUILayout.ObjectField("Highlighted Normal Path", path.HighlightedNormalPath, typeof(GameObject), true) as GameObject;
            //    path.pathLength = EditorGUILayout.IntField("Path Length", path.pathLength);

            //    path.Type = (Path.PathType)EditorGUILayout.EnumPopup("Path Type", path.Type);

            //    if (path.Type == Path.PathType.OneWay)
            //    {
            //        path.OneWayDirection = (Path.OneWayMode)EditorGUILayout.EnumPopup("One Way Direction", path.OneWayDirection);
            //    }

            //What type am I?
            //Switch Object to that type.
            if (path.Type == MMPath.PathType.Normal)
            {
                path.NormalPath.SetActive(true);
                path.OneWayPath.SetActive(false);
            }
            else
            {
                path.NormalPath.SetActive(false);
                path.OneWayPath.SetActive(true);
            }
        }
        else
        {
            path = target as MMPath;
        }
    }
 /// <summary>
 /// On init we grab all the components we'll need
 /// </summary>
 protected override void Initialization()
 {
     _collider          = this.gameObject.GetComponent <Collider>();
     _controller        = this.gameObject.GetComponent <TopDownController>();
     _character         = this.gameObject.GetComponent <Character>();
     _characterMovement = this.gameObject.GetComponent <CharacterMovement>();
     _health            = this.gameObject.GetComponent <Health>();
     _mmPath            = this.gameObject.GetComponent <MMPath>();
     // initialize the start position
     _startPosition         = transform.position;
     _initialPosition       = this.transform.position;
     _initialDirection      = _direction;
     _initialScale          = transform.localScale;
     _currentIndex          = 0;
     _indexLastFrame        = -1;
     LastReachedPatrolPoint = this.transform.position;
 }
示例#3
0
        /// <summary>
        /// On init we grab all the components we'll need
        /// </summary>
        protected override void Initialization()
        {
            // we get the CorgiController2D component
            _controller   = this.gameObject.GetComponent <CorgiController>();
            _character    = this.gameObject.GetComponent <Character>();
            _characterFly = this.gameObject.GetComponent <CharacterFly>();
            _health       = this.gameObject.GetComponent <Health>();
            _mmPath       = this.gameObject.GetComponent <MMPath>();
            // initialize the start position
            _startPosition = transform.position;
            // initialize the direction
            _direction = _character.IsFacingRight ? Vector2.right : Vector2.left;

            _initialPosition  = this.transform.position;
            _initialDirection = _direction;
            _initialScale     = transform.localScale;
        }
示例#4
0
 /// <summary>
 /// On init we grab all the components we'll need
 /// </summary>
 protected override void Initialization()
 {
     _controller        = this.gameObject.GetComponentInParent <TopDownController>();
     _character         = this.gameObject.GetComponentInParent <Character>();
     _orientation2D     = _character?.FindAbility <CharacterOrientation2D>();
     _characterMovement = _character?.FindAbility <CharacterMovement>();
     _health            = _character?._health;
     _mmPath            = this.gameObject.GetComponentInParent <MMPath>();
     // initialize the start position
     _startPosition = transform.position;
     // initialize the direction
     _direction      = _orientation2D.IsFacingRight ? Vector2.right : Vector2.left;
     _initialScale   = transform.localScale;
     _currentIndex   = 0;
     _indexLastFrame = -1;
     _waitingDelay   = 0;
     _initialized    = true;
 }