I want to be able to see the statts of the Tile I am standing on througth scribt, but I dont know how to do it.
This is my script :
var startPoint : Vector3;
var endPoint : Vector3;
var speed : float;
private var increment : float;
var isMoving : boolean;
var tileSpace : float;
var tileOn : String;
var tile : GameObject [];
var tileStatts : Tile;
var walkedDir : Vector3;
function Start () {
startPoint = transform.position;
endPoint = transform.position;
}
function Update () {
var pos = transform.position;
calculateTileOn ();
if(tileOn == "Tree" || tileOn == "Stone" ){
increment = 0;
isMoving = true;
switch (walkedDir){
case Vector3.up :
startPoint = transform.position;
endPoint = new Vector3(transform.position.x, transform.position.y - tileSpace, transform.position.z );
break;
case Vector3.down :
startPoint = transform.position;
endPoint = new Vector3(transform.position.x, transform.position.y + tileSpace, transform.position.z );
break;
case Vector3.left :
startPoint = transform.position;
endPoint = new Vector3(transform.position.x - tileSpace, transform.position.y, transform.position.z );
break;
case Vector3.rigth :
startPoint = transform.position;
endPoint = new Vector3(transform.position.x + tileSpace, transform.position.y - tileSpace, transform.position.z );
break;
}
}
if(increment <=1 && isMoving == true){
increment += speed/100;
}
else{
isMoving = false;
}
if(isMoving){
transform.position = Vector3.Lerp(startPoint, endPoint, increment);
}
if(Input.GetButton("forward") && isMoving == false){
increment = 0;
isMoving = true;
startPoint = transform.position;
endPoint = new Vector3(transform.position.x, transform.position.y + tileSpace, transform.position.z );
walkedDir = Vector3.up;
}
if(Input.GetButton("backward") && isMoving == false){
increment = 0;
isMoving = true;
startPoint = transform.position;
endPoint = new Vector3(transform.position.x, transform.position.y - tileSpace, transform.position.z );
walkedDir = Vector3.down;
}
if(Input.GetButton("left") && isMoving == false){
increment = 0;
isMoving = true;
startPoint = transform.position;
endPoint = new Vector3(transform.position.x - tileSpace, transform.position.y, transform.position.z );
walkedDir = Vector3.left;
}
if(Input.GetButton("rigth") && isMoving == false){
increment = 0;
isMoving = true;
startPoint = transform.position;
endPoint = new Vector3(transform.position.x + tileSpace, transform.position.y, transform.position.z );
walkedDir = Vector3.rigth;
}
}
function calculateTileOn() {
var hit: RaycastHit2D = Physics2D.Raycast(transform.position, -Vector2.up);
if(1 == 1){
tileOn = hit.collider.gameObject.tag;
tile = GameObject.FindGameObjectsWithTag (tileOn);
tileStatts = (tile).Tile;
}
}
I am cheking this in my calculateTile function.