public void moveToNextNode(TeleportPad nextCheckpoint) { Vector3 posToPutPlayer = nextCheckpoint.transform.position; posToPutPlayer.y += 2.6f; gameObject.transform.position = posToPutPlayer; }
// Use this for initialization void Start() { StartCoroutine(OpenBlasterCase()); TeleportScript = GameObject.Find("TeleportPadActor").GetComponent <TeleportPad>(); // StartCoroutine(Test()); //TeleportButton.GetComponent<MeshRenderer>().material.color = teleportNotReady; isLeversChangingScale = true; circlePanelmeshRend = CirclePanel.GetComponent <MeshRenderer>(); CirclePanelMat = circlePanelmeshRend.material; CirclePanelMat.color = Color.gray; gameCircleMeshRend = GameCircle.GetComponent <MeshRenderer>(); gameCircleMeshRend.material.color = Color.green; scaleInputNormalizer = new MathZ.ScalarNormalizer(0, 100, gameCircleXSizeMin, gameCircleXSizeMax); colorInputNormalizer = new MathZ.ScalarNormalizer(0, 100, 0, 1); TeleportButton.GetComponent <BoxCollider>().enabled = false; Reset(); }
void TeleportPlayer() { // teleportPads list is 0 based so subtract one from nextTeleportPad int nextPadNum = nextTeleportPad - 1; // get the next teleport pad to teleport to TeleportPad pad = teleportPads[nextPadNum]; float padYOffset = (player.transform.position.y - gameObject.transform.position.y); // calculate where to position the player on the next teleport pad Vector3 newPlayerPosition = new Vector3(pad.transform.position.x, pad.transform.position.y + padYOffset, pad.transform.position.z); player.transform.position = newPlayerPosition; teleportEntered = false; teleportPads[nextPadNum].teleportEntered = true; teleportPads[nextPadNum].disableTimer = 2; // clear key buffer so key is not triggered again Input.ResetInputAxes(); //characterControl.rot = 200; }
void Start() { // Get the teleport script from the parent parentPad = transform.GetComponentInParent <TeleportPad>(); }