Quantcast
Viewing all articles
Browse latest Browse all 62

Active in Hierarchy

I am an artist and I can't figure out the new activate/deactivate scripting method for gameObjects. I just can't upgrade to the new method, nothing works. Here's what I have before unity 4.x //This script handles targets, being hit, shrinking and expanding, and the 3 score types. #pragma strict private var _thisTransform:Transform; //Used to hold this object's transform for quicker access var _goodScore:int = 10; //The score value of a good hit var _greatScore:int = 20; //The score value of a great hit var _bullseyeScore:int = 40; //The score value of a bullseye internal var _scaleTarget:float = 2; //What should the scale of this target be? internal var _targetHit:boolean = false; //Has this target been hit? function Start () { _thisTransform = transform; //cache this transform for quicker access } function Update () { if ( _targetHit == true) { //collision detected //or destruction animation _thisTransform.gameObject.SetActiveRecursively(false); //Deactivate this object _thisTransform.parent.parent.GetComponent(level).checkTargets(); //Check if we hit all the targets in the le } /* //If we haven't scaled this object to its target scale, keep scaling it if ( Mathf.Abs(_thisTransform.localScale.x - _scaleTarget) > 0.1 ) { //Smoothly scale this object to its target scale _thisTransform.localScale.x -= (_thisTransform.localScale.x - _scaleTarget) * 0.2; _thisTransform.localScale.y -= (_thisTransform.localScale.y - _scaleTarget) * 0.2; } else if ( _thisTransform.localScale.x != _scaleTarget ) //If we reached close enough to the target scale, set it to the exact target scale { //Set this object to the exact target scale //var pos: Vector3 = Vector3(Random.Range(-0.3, 0.3), Random.Range(-0.3, 0.3), 0); _thisTransform.localScale.x = _scaleTarget; _thisTransform.localScale.y = _scaleTarget; //_thisTransform.position = pos; } //If this object's scale is small enough, deactivate it, and check if we hit all the targets in the level if ( _thisTransform.localScale.x <= 0.5 && _thisTransform.gameObject.active == true ) { _thisTransform.gameObject.active = false; //Deactivate this object _thisTransform.parent.parent.GetComponent(level).checkTargets(); //Check if we hit all the targets in the level }*/ }

Viewing all articles
Browse latest Browse all 62

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>