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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class ParentBehaviour : MonoBehaviour | |||
{ | |||
public spawner babySpawner; | |||
public GameObject child; | |||
public Texture baseVis; | |||
public Texture hatVis; | |||
public Texture eyeVis; | |||
public Texture topVis; | |||
public Texture bottomVis; | |||
public List<string> order = new List<string>(); | |||
[ContextMenu("Get Random Child")] | |||
public void GetRandomChild() | |||
{ | |||
int _childIndex = Random.Range(0, babySpawner.transform.childCount); | |||
child = babySpawner.transform.GetChild(_childIndex).gameObject; | |||
//CHECK IF OTHER PARENT WANTS THIS CHILD (if otherParent.child == child) | |||
Randomizer _childRandomizer = child.GetComponent<Randomizer>(); | |||
baseVis = _childRandomizer.baseObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
hatVis = _childRandomizer.hatObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
eyeVis = _childRandomizer.eyeObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
topVis = _childRandomizer.topObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
bottomVis = _childRandomizer.bottomObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
order.Insert(Random.Range(0, order.Count), "base"); | |||
order.Insert(Random.Range(0, order.Count), "hat"); | |||
order.Insert(Random.Range(0, order.Count), "eye"); | |||
order.Insert(Random.Range(0, order.Count), "top"); | |||
order.Insert(Random.Range(0, order.Count), "bottom"); | |||
foreach (string item in order) | |||
{ | |||
print(item); | |||
} | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public interface IYeetable | |||
{ | |||
void Hold(GameObject child); | |||
void Yeet(); | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class GameManager : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private PlayerList m_PlayerList; | |||
[SerializeField] | |||
private GameObject m_playerPrefab; | |||
private Camera m_camera; | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
SetUpPlayers(); | |||
m_camera = Camera.main; | |||
} | |||
private void SetUpPlayers() | |||
{ | |||
foreach (PlayerData data in m_PlayerList.AllPlayers) | |||
{ | |||
GameObject newPlayer = Instantiate(m_playerPrefab); | |||
data.Input.SwitchCurrentActionMap("Gameplay"); | |||
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>()) | |||
input.Initialise(data); | |||
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data); | |||
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up); | |||
} | |||
} | |||
private void LateUpdate() | |||
{ | |||
} | |||
} |
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