// On scene load, do this...
    void Start() {


        leftArmNode  = transform.Find(leftArmNodeName).GetComponent<PickupNode>();
        rightArmNode = transform.Find(rightArmNodeName).GetComponent<PickupNode>();

        
        leftArmNode.setPosition(transform.Find(leftArmNodeName));
        rightArmNode.setPosition(transform.Find(rightArmNodeName));

        leftArmPosition  = "North";
        rightArmPosition = "North";

		float old_ly = leftArmNode.getTransform().localPosition.y;
		leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f);

		float old_ry = rightArmNode.getTransform().localPosition.y;
		rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f);

        animate = GetComponent<Animator>();
		itemManager = GetComponent<PlayerItemManager> ();

		animate.SetBool("LF", LF);
		animate.SetBool("RF", RF);

        // NOTE: 
        //      "Node Position" is really only the coordinates of game objects called
        // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part
        // of this own manager's abstract class.
        //
        //      In other words, no properties are ever allocated to those node objects in the
        // game space. They are only the points at which
    }
示例#2
0
    // On scene load, do this...
    void Start()
    {
        leftArmNode  = transform.Find(leftArmNodeName).GetComponent <PickupNode>();
        rightArmNode = transform.Find(rightArmNodeName).GetComponent <PickupNode>();


        leftArmNode.setPosition(transform.Find(leftArmNodeName));
        rightArmNode.setPosition(transform.Find(rightArmNodeName));

        leftArmPosition  = "North";
        rightArmPosition = "North";

        float old_ly = leftArmNode.getTransform().localPosition.y;

        leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f);

        float old_ry = rightArmNode.getTransform().localPosition.y;

        rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f);

        animate     = GetComponent <Animator>();
        itemManager = GetComponent <PlayerItemManager> ();

        animate.SetBool("LF", LF);
        animate.SetBool("RF", RF);

        // NOTE:
        //      "Node Position" is really only the coordinates of game objects called
        // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part
        // of this own manager's abstract class.
        //
        //      In other words, no properties are ever allocated to those node objects in the
        // game space. They are only the points at which
    }
示例#3
0
    void AppendItem(GameObject otherObject, PickupNode nodeToAppendTo)
    {
        // disable pickup's rigid body to give it that ephemeral feel
        // also make it kinematic to disable effective forces
        // also make it unpickupable
        otherObject.GetComponent <Rigidbody>().detectCollisions = false;
        otherObject.GetComponent <Rigidbody>().isKinematic      = true;
        otherObject.GetComponent <PickupProperties>().makePickupable(false);

        // append object to player node, make it a child of that node
        otherObject.transform.parent   = nodeToAppendTo.transform;
        otherObject.transform.position = nodeToAppendTo.transform.position;

        // obtain pickup's properties
        ArrayList pickupProperties = otherObject.GetComponent <PickupProperties>().GetProperties();

        nodeToAppendTo.updateProps(pickupProperties);

        // add the object to the node, this also updates the node's attack and defense and such
        nodeToAppendTo.updateItems(otherObject.GetComponent <PickupProperties>());

        //if (otherObject.transform.GetComponentInParent<PickupNode>() != null) {
        //	print(otherObject.transform.GetComponentInParent<PickupNode>().getNodeAtk());
        //	foreach (var elemen in pickupProperties) {
        //		print (elemen);
        //	}
        //}
        AudioSource.PlayClipAtPoint(pickup_sound, nodeToAppendTo.getTransform().position);
        nodeToAppendTo.printMe();
    }
    void AppendItem(GameObject otherObject, PickupNode nodeToAppendTo) {

        // disable pickup's rigid body to give it that ephemeral feel
        // also make it kinematic to disable effective forces
        // also make it unpickupable
        otherObject.GetComponent<Rigidbody>().detectCollisions = false;
        otherObject.GetComponent<Rigidbody>().isKinematic = true;
        otherObject.GetComponent<PickupProperties>().makePickupable(false);

        // append object to player node, make it a child of that node
        otherObject.transform.parent = nodeToAppendTo.transform;
        otherObject.transform.position = nodeToAppendTo.transform.position;

        // obtain pickup's properties
        ArrayList pickupProperties = otherObject.GetComponent<PickupProperties>().GetProperties();
        nodeToAppendTo.updateProps(pickupProperties);

        // add the object to the node, this also updates the node's attack and defense and such
        nodeToAppendTo.updateItems(otherObject.GetComponent<PickupProperties>());

		//if (otherObject.transform.GetComponentInParent<PickupNode>() != null) {
		//	print(otherObject.transform.GetComponentInParent<PickupNode>().getNodeAtk());
		//	foreach (var elemen in pickupProperties) {
		//		print (elemen);
		//	}
        //}
		AudioSource.PlayClipAtPoint(pickup_sound, nodeToAppendTo.getTransform().position);
        nodeToAppendTo.printMe();
    }