// Use this for initialization void Start() { if (DetachCannonEffect) { //Create the detach effect. DetachCannonEffect = Instantiate(DetachCannonEffect) as ParticleSystem; DetachCannonEffect.transform.position = DetachOffset; DetachCannonEffect.transform.parent = transform; //DetachCannonEffect.transform.localPosition = Vector3.zero; } if (PickupCannonEffect) { PickupCannonEffect = Instantiate(PickupCannonEffect) as ParticleSystem; PickupCannonEffect.transform.parent = transform; PickupCannonEffect.transform.localPosition = Vector3.zero; } CannonConnectorPos connectorPos = this.gameObject.GetComponentInChildren <CannonConnectorPos>(); if (connectorPos) { myCannonConnectorPos = connectorPos; // we have our position, now let the position know of the Gameobject // the position will align its self to the Enemies or Objects aim // currently only enemies are using this, even though a cannon connector is shared with a bot myCannonConnectorPos.CannonConnectorPosHost = Host; } }
protected void Initialize() { //Create the collection particle system. Collection = Instantiate(Collection) as ParticleSystem; //Cache values myTransform = transform; Rdbdy = GetComponent <Rigidbody>(); //Set things in place for the first time. connectorcontroller = GetComponent <CannonConnector>(); connectorcontroller.SetHost(gameObject); // set the reference to the cannon position CannonConnectorPos connectorPos = this.gameObject.GetComponentInChildren <CannonConnectorPos>(); if (connectorPos) { this.cannonConnectorPos = connectorPos; } //Get the trail renderer. trail = GetComponent <TrailRenderer>(); //trail.enabled = false; //Store the original drag originalDrag = StartingDrag; //Update the position of the shield. if (DefenseUnitSlot) { DefenseUnitSlot.transform.position = transform.position; DefenseUnitSlot.transform.parent = transform; } if (Collection) { Collection.transform.position = transform.position; Collection.transform.parent = transform; } if (BallCollection) { BallCollection = Instantiate(BallCollection) as ParticleSystem; } if (OverheatEffect) { OverheatEffect = Instantiate(OverheatEffect) as ParticleSystem; //OverheatEffect.transform.localPosition = Vector3.zero; OverheatEffect.transform.position = transform.position; OverheatEffect.transform.parent = transform; } if (CaptureBallEffect) { CaptureBallEffect = Instantiate(CaptureBallEffect) as ParticleSystem; CaptureBallEffect.transform.localPosition = Vector3.zero; } if (BlockEffect) { BlockEffect = Instantiate(BlockEffect) as ParticleSystem; BlockEffect.transform.position = transform.position; BlockEffect.transform.parent = transform; } if (ShieldPushEffect) { ShieldPushEffect = Instantiate(ShieldPushEffect) as ParticleSystem; ShieldPushEffect.transform.parent = transform; ShieldPushEffect.transform.localPosition = Vector3.zero; } if (DeflectEffect) { DeflectEffect = Instantiate(DeflectEffect) as ParticleSystem; DeflectEffect.transform.parent = transform; DeflectEffect.transform.localPosition = Vector3.zero; } if (EmptyShatterEffect) { EmptyShatterEffect = Instantiate(EmptyShatterEffect) as ParticleSystem; EmptyShatterEffect.transform.parent = transform; EmptyShatterEffect.transform.localPosition = Vector3.zero; } if (OverheatWarningEffect) { OverheatWarningEffect = Instantiate(OverheatWarningEffect) as ParticleSystem; OverheatWarningEffect.transform.parent = transform; OverheatWarningEffect.transform.localPosition = Vector3.zero; } if (ShatterEffect) { ShatterEffect = Instantiate(ShatterEffect) as ParticleSystem; ShatterEffect.transform.localPosition = Vector3.zero; } if (WallCollideParticleEffectPreb) { WallCollideParticleEffect = Instantiate(WallCollideParticleEffectPreb) as ParticleSystem; WallCollideParticleEffect.transform.parent = transform; WallCollideParticleEffect.transform.localPosition = Vector3.zero; WallCollideParticleEffect.transform.rotation = transform.rotation; WallCollideParticleEffect.transform.localRotation = Quaternion.identity; // WallCollideParticleEffect.gameObject.SetActive(false); } if (DamageEffect) { DamageEffect = Instantiate(DamageEffect) as ParticleSystem; DamageEffect.transform.parent = transform; DamageEffect.transform.localPosition = Vector3.zero; } }