override public void Update(cl_Sector Sector) { base.Update(Sector); position += direction * speed * Time.deltaTime; if (target == null) { if (targetTimer < 10) { targetTimer += Time.deltaTime; } else { if (Random.Range(0, 10) == 0) { List <int> targetWeights = new List <int>(); for (int i = 0; i < Sector.sectorObjects.Count; i++) { if (Sector.sectorObjects[i].tags.Contains(PLAYER) || Sector.sectorObjects[i].tags.Contains(TRADER)) { targetWeights.Add(i); } } target = Sector.sectorObjects[targetWeights[Random.Range(0, targetWeights.Count)]]; } targetTimer -= 10; } } else { for (int i = 0; i < weapons.Count; i++) { AttackShip(target, i); } } }
override public void Update(cl_Sector Sector) { base.Update(Sector); nuclearIntensity = scr_SystemVariableController.Volume; power = scr_SystemVariableController.Screen_Brightness; canConnectToSystems = scr_SystemVariableController.Wifi_Enabled; }
// Use this for initialization void Start() { sectorObjects = new List <GameObject>(); for (int i = 0; i < 5; i++) { sectorObjects.Add(Instantiate(sectorObjectPrefab)); } sectorNum = 0; currSector = GenerateSector(); }
virtual public void Update(cl_Sector Sector) { for (int i = 0; i < weapons.Count; i++) { weapons[i].Update(); } for (int i = 0; i < systems.Count; i++) { systems[i].Update(); } }
// Use this for initialization void Start() { //sectorObjects = new List<GameObject>(); //for (int i = 0; i < 5; i++) //{ // sectorObjects.Add(Instantiate(sectorObjectPrefab)); //} playerShip = new cl_Ship_Player(); sectorNum = 3; currSector = GenerateSector(); }
void Start() { gyroContainer = new GameObject("Gyro Container"); gyroContainer.transform.rotation = Quaternion.Euler(90f, 90f, 0f); gyroContainer.transform.position = transform.position; rotatation = new Quaternion(0f, 0f, 1f, 0f); transform.SetParent(gyroContainer.transform); gyroEnabled = EnableGyro(); objectManager = GameObject.FindGameObjectWithTag("GameManager"); sectorController = objectManager.GetComponent <scr_SectorController>(); currSector = sectorController.currSector; sectorObjects = currSector.sectorObjects; sectorObjectsVis = sectorController.sectorObjects; hitPlane = new Plane(transform.forward, transform.forward * distanceToPlane); eyeTransform = eye.GetComponent <Transform>(); cam = Camera.FindObjectOfType <Camera>(); }
override public void Update(cl_Sector Sector) { base.Update(Sector); }
override public void Update(cl_Sector Sector) { position += direction * speed * Time.deltaTime; base.Update(Sector); }