Beispiel #1
0
 public EnergySignal.SignalFactionType FactionCheck(EnergySignal SignalToCheck)
 {
     if (SignalToCheck.GetTeamSignal == MyEnergySignal.GetTeamSignal)
     {
         //Debug.Log("F");
         return(EnergySignal.SignalFactionType.Friendly);
     }
     else if (MyEnergySignal.GetAllyFactions.Contains(SignalToCheck.GetTeamSignal))
     {
         //Debug.Log("A");
         return(EnergySignal.SignalFactionType.Ally);
     }
     else if (MyEnergySignal.GetEnemyFactions.Contains(SignalToCheck.GetTeamSignal))
     {
         //Debug.Log("E");
         return(EnergySignal.SignalFactionType.Enemy);
     }
     else if (MyEnergySignal.GetNeutralFactions.Contains(SignalToCheck.GetTeamSignal))
     {
         //Debug.Log("N");
         return(EnergySignal.SignalFactionType.Neutral);
     }
     else
     {
         //Debug.Log("U");
         return(EnergySignal.SignalFactionType.Unknown);
     }
 }
Beispiel #2
0
    // Start is called before the first frame update
    void Start()
    {
        RestParent               = this.GetComponentInParent <Transform>().parent;
        MySignalCollider         = GetComponent <Collider>();
        MySignal                 = GetComponent <EnergySignal>();
        MySignal.enabled         = false;
        MySignalCollider.enabled = false;

        ManagedBy.Funnels.Add(this);
        ManagedBy.RestingFunnels.Add(this);
    }
Beispiel #3
0
 public void Initialize()
 {
     TargetSignal = AssignedTarget.GetComponent <EnergySignal>();
     Name.text    = TargetSignal.GetIdentifierSignal;
     MySFType     = Player.GetComponent <PlayerFCS>().FactionCheck(TargetSignal);
     LockOn       = new List <UnityEngine.UI.Image>();
     foreach (UnityEngine.UI.Image a in GetComponentsInChildren <UnityEngine.UI.Image>())
     {
         LockOn.Add(a);
     }
 }
Beispiel #4
0
 protected virtual void AddNewEntity(EnergySignal TargetES)
 {
     if (!LockedEntities.Contains(TargetES.gameObject))
     {
         if (TargetES.MySignalType == EnergySignal.SignalObjectType.Missile)
         {
             LockedMissiles.Add(TargetES.gameObject);
         }
         else
         {
             LockedEntities.Add(TargetES.gameObject);
         }
     }
 }
Beispiel #5
0
 protected override void AddNewEntity(EnergySignal TargetES)
 {
     if (!LockedEntities.Contains(TargetES.gameObject))
     {
         if (MyEnergySignal.GetEnemyFactions.Contains(TargetES.GetTeamSignal))
         {
             if (TargetES.MySignalType == EnergySignal.SignalObjectType.Missile)
             {
                 LockedMissiles.Add(TargetES.gameObject);
             }
             else
             {
                 LockedEntities.Add(TargetES.gameObject);
                 LockedTargets.Add(TargetES.gameObject);
             }
         }
         else if (TargetES.MySignalType != EnergySignal.SignalObjectType.Missile)
         {
             LockedEntities.Add(TargetES.gameObject);
         }
     }
 }