示例#1
0
    //---------------------
    // CALLED FROM ENEMY WHEN IT COMES CLOSER TO THE PLAYER - EXCHANGES FOR NEW 'NEARLIST' SPRITE
    public void Attach_Near_TargetID_Sprite(Transform t)
    {
        foreach (GameObject g in nearList)
        {
            if (!g.activeSelf)
            {
                g.SetActive(true);

                targetIDScript = g.GetComponent <ScriptTargetID>();

                targetIDScript.targetFocus = t;

                targetIDScript.spinTrigger = true;

                activeList.Add(g); // Quicker for A_SceneManager Script to call and loop through shorter list if target object goes out of view


                break;
            }
        }
    }
示例#2
0
    //---------------------
    // CALLED FROM ENEMY WHEN IT GETS DESTROYED OR IS TOO FAR..can be called by SceneManager too.
    public void Free_TargetID_Sprite(Transform t)
    {
        foreach (GameObject g in activeList)
        {
            targetIDScript = g.GetComponent <ScriptTargetID>();

            if (targetIDScript.targetFocus == t)
            {
                targetIDScript.targetFocus = null;

                targetIDScript.spinTrigger = false;

                g.transform.rotation = Quaternion.identity;

                g.SetActive(false);

                activeList.Remove(g); // Quicker for A_SceneManager Script to call and loop through shorter list if target object goes out of view

                break;
            }
        }
    }
示例#3
0
    //---------------------
    // CALLED FROM ENEMY WHEN IT COMES WITHIN RANGE
    public void Attach_Far_TargetID_Sprite(Transform t)
    {
        foreach (GameObject g in farList)
        {
            if (!g.activeSelf)
            {
                g.SetActive(true);

                targetIDScript = g.GetComponent <ScriptTargetID>();

                targetIDScript.targetFocus = t;

                targetIDScript.spinTrigger = false;

                activeList.Add(g);              // Quicker for A_SceneManager Script to call and loop through shorter list if target object goes out of view

                sfx.PlaySound(4, Vector3.zero); // FAR BLEEP


                break;
            }
        }
    }