Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     GameLevelSceneManager.instance = this;
     networkManager   = (ExtendedNetworkManager)NetworkManager.singleton;
     networkDiscovery = networkManager.networkDiscovery;
     SetGameVisibility(true);
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        SafeInit();
        if (isLocalPlayer)
        {
            isPause        = false;
            isTeamSelected = false;
            isReadyForGame = false;
            sceneManager   = GameLevelSceneManager.instance;
            DisplayShipConfigMenu();
            sphereCollider = GetComponent <SphereCollider>();
            enemyShipMap   = new Dictionary <ShipController, GameObject>();
            allyShipMap    = new Dictionary <ShipController, GameObject>();
            GameLevelEventManager.ShipDestroyedEvent += HandleShipExitVecinity;
        }
        else
        {
            GetComponent <SphereCollider>().enabled = false;

            //TODO Investigate this and lets make it compact
            foreach (Transform child in transform)
            {
                if (child.name == "MainPlayerCamera" || child.name == "HUD")
                {
                    GameObject.Destroy(child.gameObject);
                }
            }
            if (isReadyForGame)
            {
                RefreshTeamState();
                RefreshShipType();
            }
        }
    }
 /// <summary>
 /// This method will be called when the user selects a team.
 /// </summary>
 /// <param name="teamTag"></param>
 public static void OnTeamSelectMenuTeamSelected(GameLevelSceneManager.TEAMTAG teamTag)
 {
     Assert.IsNotNull(TeamSelectMenuTeamSelectedEvent);
     if (TeamSelectMenuTeamSelectedEvent != null)
     {
         TeamSelectMenuTeamSelectedEvent(teamTag);
     }
 }
Beispiel #4
0
 // Set the team for this ship and apply any logic needed
 public void SetTeam(GameLevelSceneManager.TEAMTAG teamTag)
 {
     this.teamTag = teamTag;
 }
Beispiel #5
0
 void OnDestroy()
 {
     SetGameVisibility(false);
     GameLevelSceneManager.instance = null;
 }
Beispiel #6
0
    // Use this for initialization
    void Start()
    {
        SafeInit();
        if (isLocalPlayer)
        {
            isPause = false;
            isTeamSelected = false;
            isReadyForGame = false;
            sceneManager = GameLevelSceneManager.instance;
            DisplayShipConfigMenu();
            sphereCollider = GetComponent<SphereCollider>();
            enemyShipMap = new Dictionary<ShipController, GameObject>();
            allyShipMap = new Dictionary<ShipController, GameObject>();
            GameLevelEventManager.ShipDestroyedEvent += HandleShipExitVecinity;
        }
        else
        {
            GetComponent<SphereCollider>().enabled = false;

            //TODO Investigate this and lets make it compact
            foreach (Transform child in transform)
            {
                if (child.name == "MainPlayerCamera" || child.name == "HUD")
                {
                    GameObject.Destroy(child.gameObject);
                }
            }
            if (isReadyForGame)
            {
                RefreshTeamState();
                RefreshShipType();
            }
        }
    }
Beispiel #7
0
 /// <summary>
 /// This method will be called when the user selects a team. Here the player should be configured to match the team settings.
 /// </summary>
 /// <param name="teamTag"></param>
 public void OnTeamSelectMenuTeamSelected(GameLevelSceneManager.TEAMTAG teamTag)
 {
     GameLevelEventManager.TeamSelectMenuTeamSelectedEvent -= OnTeamSelectMenuTeamSelected;
     CmdDoSetTeam(teamTag);
     isTeamSelected = true;
     GameLevelEventManager.ShipConfigMenuShipSelectedEvent += OnShipConfigMenuShipSelected;
     sceneManager.DisplayShipSelectMenu();
 }
 // Use this for initialization
 void Start()
 {
     GameLevelSceneManager.instance = this;
     networkManager = (ExtendedNetworkManager)NetworkManager.singleton;
     networkDiscovery = networkManager.networkDiscovery;
     SetGameVisibility(true);
 }
 void OnDestroy()
 {
     SetGameVisibility(false);
     GameLevelSceneManager.instance = null;
 }