Beispiel #1
0
    public void Init(TurretDefinition def)
    {
        stats = new TurretStats();
        stats.def = def;
        stats.currShotsOut = 0;
        stats.ammoLeft = stats.def.maxAmmo;
        stats.activated = true;

        BuildingType bldType = GetComponent<Building>().stats.def.type;
        GetComponent<Turret>().turretHead.gameObject.SetActive(true);
        GetComponent<Turret>().turretHead.GetComponent<SpriteRenderer>().sprite = SpriteLibrary.I.GetBuildingTurretHeadSprite(bldType);

        //		Debug.Log("initialized turret with TurretDefinition: "+  def);
    }
Beispiel #2
0
    public void Init(TurretDefinition def)
    {
        stats              = new TurretStats();
        stats.def          = def;
        stats.currShotsOut = 0;
        stats.ammoLeft     = stats.def.maxAmmo;
        stats.activated    = true;

        BuildingType bldType = GetComponent <Building>().stats.def.type;

        GetComponent <Turret>().turretHead.gameObject.SetActive(true);
        GetComponent <Turret>().turretHead.GetComponent <SpriteRenderer>().sprite = SpriteLibrary.I.GetBuildingTurretHeadSprite(bldType);


//		Debug.Log("initialized turret with TurretDefinition: "+  def);
    }
    private static void instantiateData(TurretDefinition definition)
    {
        int muzzelEffectId = definition.gun.muzzleEffectPrefab.GetHashCode();

        if (!muzzleEffectPools.ContainsKey(muzzelEffectId))
        {
            muzzleEffectPools[muzzelEffectId] = new ObjectPool(definition.gun.muzzleEffectPrefab, 10);
        }

        int projectileId = definition.gun.projectile.prefab.GetHashCode();

        if (!entities.ContainsKey(projectileId))
        {
            var projectile = GameObjectConversionUtility.ConvertGameObjectHierarchy(definition.gun.projectile.prefab, World.Active);
            World.Active.EntityManager.AddComponentData(projectile, new ImpactEffect {
                value = definition.gun.projectile.effect
            });
            entities[projectileId] = projectile;
        }

        convertPrefabIfNeeded(definition.basePrefab);
        convertPrefabIfNeeded(definition.gun.prefab);
    }