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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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