public Buro(Point3D pst, double largo, double ancho, int text) { start = pst; partes = new Pared[4]; partes[0] = new Pared(start, 0, largo, 0.4, ancho, text); partes[1] = new Pared(new Point3D(start.x - largo / 2.0 + largo / 8.0, start.y - 0.15 - largo / 6.0, start.z + ancho / 2.0 - ancho / 6.0), 0, 0.25, largo / 3.0, 0.25, text); partes[2] = new Pared(new Point3D(start.x - largo / 2.0 + largo / 8.0, start.y - 0.15 - largo / 6.0, start.z + ancho / 2.0 - 5 * ancho / 6.0), 0, 0.25, largo / 3.0, 0.25, text); partes[3] = new Pared(new Point3D(start.x + largo / 2.0 - largo / 6.0, start.y - 0.15 - largo / 6.0, start.z), 0, largo / 3, largo / 3.0, ancho, text); }
public Buro(Point3D pst,double largo,double ancho,int text) { start=pst; partes=new Pared[4]; partes[0]=new Pared(start,0,largo,0.4,ancho,text); partes[1]=new Pared(new Point3D(start.x-largo/2.0+largo/8.0,start.y-0.15-largo/6.0,start.z+ancho/2.0-ancho/6.0),0,0.25,largo/3.0,0.25,text); partes[2]=new Pared(new Point3D(start.x-largo/2.0+largo/8.0,start.y-0.15-largo/6.0,start.z+ancho/2.0-5*ancho/6.0),0,0.25,largo/3.0,0.25,text); partes[3]=new Pared(new Point3D(start.x+largo/2.0-largo/6.0,start.y-0.15-largo/6.0,start.z),0,largo/3,largo/3.0,ancho,text); }
// Start is called before the first frame update void Start() { goPared = GameObject.Find("Cube02"); scpPared = goPared.GetComponent <Pared>(); obj = Object.FindObjectOfType(typeof(GameObject)); mecanicas01 = Object.FindObjectsOfType(typeof(Mecanica01)) as Mecanica01[]; Debug.LogFormat("{0}", "\n"); Debug.LogFormat("Información del objeto: type: {0}, name: {1}", obj.GetType().ToString(), obj.name); }
public Cuadro(Point3D pst,double largo,double ancho,int angle,int text,int mtext) { start=pst; lar=largo; anch=ancho; ang=angle; pint=text; marc=mtext; tab=new Pared[4]; tab[0]=new Pared(new Point3D(start.x+largo/2,start.y-0.1,start.z),0,largo,0.2,0.3,mtext); tab[1]=new Pared(new Point3D(start.x+largo,start.y-ancho/2,start.z),0,0.2,ancho,0.3,mtext); tab[2]=new Pared(new Point3D(start.x+largo/2,start.y-ancho+0.1,start.z),0,largo,0.2,0.3,mtext); tab[3]=new Pared(new Point3D(start.x,start.y-ancho/2,start.z),0,0.2,ancho,0.3,mtext); this.Recompile(); }
public Cuadro(Point3D pst, double largo, double ancho, int angle, int text, int mtext) { start = pst; lar = largo; anch = ancho; ang = angle; pint = text; marc = mtext; tab = new Pared[4]; tab[0] = new Pared(new Point3D(start.x + largo / 2, start.y - 0.1, start.z), 0, largo, 0.2, 0.3, mtext); tab[1] = new Pared(new Point3D(start.x + largo, start.y - ancho / 2, start.z), 0, 0.2, ancho, 0.3, mtext); tab[2] = new Pared(new Point3D(start.x + largo / 2, start.y - ancho + 0.1, start.z), 0, largo, 0.2, 0.3, mtext); tab[3] = new Pared(new Point3D(start.x, start.y - ancho / 2, start.z), 0, 0.2, ancho, 0.3, mtext); this.Recompile(); }
private void CargarGameObjects() { //Se carga los objetos a cada posición. gameObject[0, 0] = new Vacio(); gameObject[0, 1] = new Vacio(); gameObject[0, 2] = new Pared(); gameObject[0, 3] = new Pared(); gameObject[0, 4] = new Pared(); gameObject[0, 5] = new Vacio(); gameObject[0, 6] = new Vacio(); gameObject[0, 7] = new Vacio(); gameObject[1, 0] = new Vacio(); gameObject[1, 1] = new Vacio(); gameObject[1, 2] = new Pared(); gameObject[1, 3] = new Destino(); gameObject[1, 4] = new Pared(); gameObject[1, 5] = new Vacio(); gameObject[1, 6] = new Vacio(); gameObject[1, 7] = new Vacio(); gameObject[2, 0] = new Vacio(); gameObject[2, 1] = new Vacio(); gameObject[2, 2] = new Pared(); gameObject[2, 3] = new Piso(); gameObject[2, 4] = new Pared(); gameObject[2, 5] = new Pared(); gameObject[2, 6] = new Pared(); gameObject[2, 7] = new Pared(); gameObject[3, 0] = new Pared(); gameObject[3, 1] = new Pared(); gameObject[3, 2] = new Pared(); gameObject[3, 3] = new Caja(); gameObject[3, 4] = new Piso(); gameObject[3, 5] = new Caja(); gameObject[3, 6] = new Destino(); gameObject[3, 7] = new Pared(); gameObject[4, 0] = new Pared(); gameObject[4, 1] = new Destino(); gameObject[4, 2] = new Piso(); gameObject[4, 3] = new Caja(); gameObject[4, 4] = new Jugador(); gameObject[4, 5] = new Piso(); gameObject[4, 6] = new Pared(); gameObject[4, 7] = new Pared(); gameObject[5, 0] = new Pared(); gameObject[5, 1] = new Pared(); gameObject[5, 2] = new Pared(); gameObject[5, 3] = new Pared(); gameObject[5, 4] = new Pared(); gameObject[5, 5] = new Caja(); gameObject[5, 6] = new Pared(); gameObject[5, 7] = new Vacio(); gameObject[6, 0] = new Vacio(); gameObject[6, 1] = new Vacio(); gameObject[6, 2] = new Vacio(); gameObject[6, 3] = new Vacio(); gameObject[6, 4] = new Pared(); gameObject[6, 5] = new Destino(); gameObject[6, 6] = new Pared(); gameObject[6, 7] = new Vacio(); gameObject[7, 0] = new Vacio(); gameObject[7, 1] = new Vacio(); gameObject[7, 2] = new Vacio(); gameObject[7, 3] = new Vacio(); gameObject[7, 4] = new Pared(); gameObject[7, 5] = new Pared(); gameObject[7, 6] = new Pared(); gameObject[7, 7] = new Vacio(); }
public Lugar() { par = new Pared[7]; par[0] = new Pared(new Point3D(0, 7.5, -40), 0, 40); par[1] = new Pared(new Point3D(-20, 7.5, -20), 90, 40); par[2] = new Pared(new Point3D(20, 7.5, -20), 90, 40); par[3] = new Pared(new Point3D(0, 15, -20), 0, 50, 1, 42, 7); par[4] = new Pared(new Point3D(0, 0, -20), 0, 42, 1, 42, 6); par[5] = new Pared(new Point3D(-14.5, 3.5, 0), 0, 2.5, 0.3, 1, 8); par[6] = new Pared(new Point3D(-11.5, 3.5, 0), 0, 2.5, 0.3, 1, 8); cuad = new Cuadro[3]; cuad[0] = new Cuadro(new Point3D(-18.5, 7, -25), 5, 3, 90, 10, 7); cuad[1] = new Cuadro(new Point3D(-10, 7, -38.5), 7, 4, 0, 11, 8); cuad[2] = new Cuadro(new Point3D(10, 7, -38.5), 7, 3, 0, 12, 7); bur = new Buro(new Point3D(-13, 3, -22), 6, 3.5, 8); sil = new Silla(new Point3D(-16, 4, -21), 2, 2, 2, new float[] { 0.3f, 0.2f, 0f }, new float[] { 0.4f, 0f, 0f }); m = new Mata(); sof = new Sofa(); bas = new Base111(new Point3D(0, -1.3, -20), 7, new float[] { 1.0f, 0.4f, 0.2f, 1.0f }); this.Recompile(); }
public Lugar() { par=new Pared[7]; par[0]=new Pared(new Point3D(0,7.5,-40),0,40); par[1]=new Pared(new Point3D(-20,7.5,-20),90,40); par[2]=new Pared(new Point3D(20,7.5,-20),90,40); par[3]=new Pared(new Point3D(0,15,-20),0,50,1,42,7); par[4]=new Pared(new Point3D(0,0,-20),0,42,1,42,6); par[5]=new Pared(new Point3D(-14.5,3.5,0),0,2.5,0.3,1,8); par[6]=new Pared(new Point3D(-11.5,3.5,0),0,2.5,0.3,1,8); cuad=new Cuadro[3]; cuad[0]=new Cuadro(new Point3D(-18.5,7,-25),5,3,90,10,7); cuad[1]=new Cuadro(new Point3D(-10,7,-38.5),7,4,0,11,8); cuad[2]=new Cuadro(new Point3D(10,7,-38.5),7,3,0,12,7); bur=new Buro(new Point3D(-13,3,-22),6,3.5,8); sil=new Silla(new Point3D(-16,4,-21),2,2,2,new float[]{0.3f,0.2f,0f},new float[]{0.4f,0f,0f}); m=new Mata(); sof=new Sofa(); bas=new Base111(new Point3D(0,-1.3,-20),7,new float[]{1.0f,0.4f,0.2f,1.0f}); this.Recompile(); }
void Update() { RaycastHit2D contacto = Physics2D.Raycast(transform.position, transform.right * transform.localScale.x, distancia, capa); if (contacto.collider != null) // si colisionamos con algo { Pared pared = contacto.collider.gameObject.GetComponent <Pared>(); if (pared != null && Input.GetKeyDown(teclaRomperParedes))//si ese algo es el componente Pared { GameManager.instance.EjecutarSonido(audioSource, "Picar"); pared.DañarPared(daño); //dañamos al muro } } //animacion de picar if (Input.GetKeyDown(teclaRomperParedes)) { anim.SetTrigger("Picar"); } }
// Use this for initialization void Start() { paredGO = GameObject.Find("Pared"); paredScript = paredGO.GetComponent <Pared>(); }