Beispiel #1
0
 public void SetEmpire(Empire empire)
 {
     selectableComponent.SetColor(empire.GetColor());
     selectableComponent.UpdateName(empire.GetName() + " Fleet");
     selectableComponent.SetShown(true);
     this.empire = empire;
 }
Beispiel #2
0
 private void Start()
 {
     agentMovementController.onReachedTarget += OnReachTarget;
     select.UpdateName(agentName);
     select.SetScale(0.06f);
     select.SetShown(true);
 }
    private void Start()
    {
        SelectableComponent selectableComponent = GetComponentInChildren <SelectableComponent>();

        selectableComponent.UpdateName("PlayerBase");
        selectableComponent.SetScale(0.06f);
        selectableComponent.SetShown(true);
    }
Beispiel #4
0
 private void Awake()
 {
     movementController = GetComponent <MovementController>();
     movementController.onReachedSystem += OnReachedSystem;
     movementController.onLeaveSystem   += OnLeaveSystem;
     movementController.SetInternalMovementOnly(false);
     selectableComponent = GetComponentInChildren <SelectableComponent>();
     selectableComponent.UpdateName("Fleet");
     selectableComponent.SetScale(0.04f);
 }
    public void Start()
    {
        m_universe = FindObjectOfType <Universe>();
        m_universe.onDayChanged += ProcessDayChange;
        SelectableComponent select = GetComponentInChildren <SelectableComponent>();

        select.UpdateName(m_name);
        select.SetUnitSelectorText("0");
        select.SetScale(0.06f);
        select.SetShown(true);
        name = m_name;
        FindNearbySystems();
        outline.SetActive(false);
    }
Beispiel #6
0
    private void Awake()
    {
        units = new List <Unit>();
        selectableComponent = GetComponentInChildren <SelectableComponent>();
        selectableComponent.UpdateName(armyName);
        selectableComponent.SetScale(0.04f);
        meshRenderer       = GetComponentInChildren <MeshRenderer>();
        capsuleCollider    = GetComponentInChildren <CapsuleCollider>();
        movementController = GetComponent <MovementController>();
        movementController.onReachedSystem += OnReachedSystem;
        movementController.onLeaveSystem   += OnLeaveSystem;

        if (movementController.GetSystemLocation())
        {
            movementController.GetSystemLocation().AddArmy(this);
        }
        movementController.SetBlocking(true);
        SetArmyStatus(armyStatus);
    }