void InitAll() { _objHolder = new ObjectHolder(); _destManager = new DestructionManager(_objHolder); _collManager = new CollisionManager(_objHolder); _initSceneSpawn = new InitialSceneSpawner(_objHolder, _collManager); _gameLogics = new GameLogics(_objHolder); _mouseTrack = new MouseTracker(); _keyboardTrack = new KeyBoardTracker(); }
public void detach(Vector3 force) { is_connected = false; m_rigidbody.isKinematic = false; foreach (var neighbour in connected_to) { if (neighbour.is_connected) { //neighbour.drop(); } } //m_rigidbody.AddForce(force, ForceMode.Impulse); DestructionManager.update_state(); DestructionManager.Instance.spawn_dust_cloud(transform.position); //Destroy(gameObject); }
public void Awake() { placementMode = GetComponent <PlacementMode>(); movementMode = GetComponent <MovementMode>(); destructionManager = GetComponent <DestructionManager>(); }
public static void SetupFirstPersonControllerMenuOption() { DestructionManager destructionManager = Object.FindObjectOfType <DestructionManager>(); if (destructionManager == null) { SetupDestroyIt.SetupMinimalMenuOption(); } destructionManager = Object.FindObjectOfType <DestructionManager>(); string fpControllerPath = "Assets/DestroyIt/Demos (safe to delete)/Prefabs/Character Controllers/First Person Controller.prefab"; GameObject fpController = AssetDatabase.LoadAssetAtPath <GameObject>(fpControllerPath); if (fpController == null) { Debug.LogWarning("Could not find asset " + fpControllerPath); return; } // if there is already a Main camera in the scene, disable it. Camera cam = Camera.main; if (cam != null) { cam.gameObject.SetActive(false); } GameObject fpControllerObj = PrefabUtility.InstantiatePrefab(fpController) as GameObject; InputManager inputManager = fpControllerObj.GetComponent <InputManager>(); ObjectPool pool = destructionManager.gameObject.GetComponent <ObjectPool>(); pool.prefabsToPool.Add(new PoolEntry() { Count = 20, Prefab = inputManager.bulletPrefab }); pool.prefabsToPool.Add(new PoolEntry() { Count = 5, Prefab = inputManager.rocketPrefab }); pool.prefabsToPool.Add(new PoolEntry() { Count = 20, Prefab = inputManager.cannonballPrefab }); pool.prefabsToPool.Add(new PoolEntry() { Count = 1, Prefab = inputManager.nukePrefab }); pool.prefabsToPool.Add(new PoolEntry() { Count = 1, Prefab = inputManager.dustWallPrefab }); string effectsPrefabPath = "Assets/DestroyIt/Demos (safe to delete)/Prefabs/Effects/"; GameObject rocketSmokeTrailPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(effectsPrefabPath + "Rocket Smoke Trail.prefab"); pool.prefabsToPool.Add(new PoolEntry() { Count = 10, Prefab = rocketSmokeTrailPrefab }); GameObject burstFlamePrefabPath = AssetDatabase.LoadAssetAtPath <GameObject>(effectsPrefabPath + "BurstFlame.prefab"); pool.prefabsToPool.Add(new PoolEntry() { Count = 10, Prefab = burstFlamePrefabPath }); }