Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     terrain      = GameObject.Find("Terrain").GetComponent <GenerateTerrain>();
     playerMarker = GameObject.Find("PlayerUI/HUD/Panel/PlayerMarker").GetComponent <RectTransform>();
     world        = GameObject.Find("PlayerUI/HUD/Panel/World").GetComponent <RectTransform>();
     spawnRocket  = GetComponent <SpawnRocketAI>();
 }
Beispiel #2
0
    IEnumerator Wait()
    {
        while (!GameObject.Find("LocalPlayer"))
        {
            yield return(null);
        }
        SpawnRocketAI spawnRocket = GameObject.Find("LocalPlayer").GetComponent <SpawnRocketAI>();

        while (!spawnRocket.ready)
        {
            yield return(null);
        }
        yield return(new WaitForSeconds(0.3f));

        for (int i = 0; i < spawns.Count; i++)
        {
            WeaponIndex = Random.Range(0, Weapons.Count - 2);
            GameObject WeaponItem = Instantiate(
                WeaponItemPrefab,
                spawns[i].transform.position,
                transform.rotation);
            WeaponItem.GetComponent <WeaponIndexHolder>().WeaponIndex = WeaponIndex;
            WeaponItem.transform.SetParent(ItemsParent);
            WeaponItem.GetComponent <BulletsLeft>().bullets = Weapons[WeaponIndex].WeaponItem.magazineSize;
            NetworkServer.Spawn(WeaponItem);
        }
    }
Beispiel #3
0
 // Use this for initialization
 void Start()
 {
     spawnRocket = GetComponent <SpawnRocketAI>();
     manager     = GameObject.Find("_NetworkManager").GetComponent <NetworkManager>();
     for (int i = 0; i < colliders.Length; i++)
     {
         for (int v = 0; v < colliders.Length; v++)
         {
             Physics.IgnoreCollision(colliders[i], colliders[v]);
         }
     }
     if (isServer)
     {
         playerManagement = GameObject.Find("LocalConnection").GetComponent <PlayerManagement>();
     }
     else
     {
         //ERROR maybe? not sure if that will get the correct refrence.
         playerManagement = GameObject.Find("PlayerConnect(Clone)").GetComponent <PlayerManagement>();
     }
     playerManagement.totalPlayers++;
     StartCoroutine(WaitForCheckDeath());
     if (GetComponent <PlayerControl>())
     {
         isPlayer = true;
     }
 }
Beispiel #4
0
 // Use this for initialization
 IEnumerator Start()
 {
     while (playerManagement == null)
     {
         yield return(null);
     }
     players   = playerManagement.totalPlayers;
     text.text = "Players Left: " + players.ToString();
     if (SyncData.gameMode == 2)
     {
         while (playerManagement.playerSpawnedReal == null)
         {
             yield return(null);
         }
         health      = playerManagement.playerSpawnedReal.GetComponent <HealthAI>();
         spawnRocket = playerManagement.playerSpawnedReal.GetComponent <SpawnRocketAI>();
     }
 }
Beispiel #5
0
    // Use this for initialization
    IEnumerator Start()
    {
        yield return(new WaitForSeconds(0.2f));

        MouseFollower    = ragdoll.Find("AIAim");
        rb               = gameObject.GetComponent <Rigidbody>();
        spawnRocket      = ragdoll.gameObject.GetComponent <SpawnRocketAI>();
        audioSource.loop = true;
        audioSource.Play();
        while (!GameObject.Find("LocalPlayer") && !GameObject.Find("LoadingPlayer"))
        {
            yield return(null);
        }
        if (GameObject.Find("LocalPlayer"))
        {
            local = GameObject.Find("LocalPlayer").transform;
        }
        else if (GameObject.Find("LoadingPlayer"))
        {
            local = GameObject.Find("LoadingPlayer").transform;
        }
        done = false;
    }