public FiredBullet OpenFire(TurretType turretType, Transform transform, Bullet bullet) { FiredBullet firedBullet = null; switch (turretType) { case TurretType.ShellTurret: firedBullet = new FireShell(transform, bullet); break; case TurretType.MissileLauncher: firedBullet = new FireMissile(transform, bullet); GameFacade.Instance.AddBullet(firedBullet); break; case TurretType.LaserBeamer: firedBullet = new FireLaser(transform, bullet); break; case TurretType.CanonTurret: firedBullet = new FireCanonBall(transform, bullet); break; } return(firedBullet); }
private void Start() { _fireLaser = GetComponent <FireLaser>(); if (_fireLaser == null) { Debug.LogError("Laser is null"); } _movement = GetComponent <Movement>(); if (_movement == null) { Debug.LogError("Movement is null"); } _playerLiveSystem = GetComponent <PlayerLiveSystem>(); if (_playerLiveSystem == null) { Debug.LogError("Lives System is null"); } }
// Used for initialisation and starting randomFire() void Start() { f = gameObject.GetComponent("FireLaser") as FireLaser; invSet = GameObject.Find("Space Invader Start").GetComponent("InvaderSetUp") as InvaderSetUp; StartCoroutine(randomFire()); }
// Use this for initialization void Start() { f = gameObject.GetComponent("FireLaser") as FireLaser; }
// Use this for initialization void Start() { f = gameObject.GetComponent("FireLaser") as FireLaser; //when we start, there won't be a laser onscreen setLaserActive(false); }