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");
        }
    }
Beispiel #3
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 // 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());
 }
Beispiel #4
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 // Use this for initialization
 void Start()
 {
     f = gameObject.GetComponent("FireLaser") as FireLaser;
 }
Beispiel #5
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 // Use this for initialization
 void Start()
 {
     f = gameObject.GetComponent("FireLaser") as FireLaser;
     //when we start, there won't be a laser onscreen
     setLaserActive(false);
 }