Example #1
0
 public ExplosionComponent CreateExplosion(GameEntityComponent owner)
 {
     if (explosion == null) return null;
     var clone = Instantiate(explosion);
     var retVal = clone.RequireComponent<ExplosionComponent>();
     retVal.transform.SetParent(Scene2D.main.transform);
     retVal.isEnemy = owner is EnemyComponent;
     retVal.Initialize();
     return retVal;
 }
Example #2
0
    public override void Initialize()
    {
        base.Initialize();

        switch (enemyType)
        {
        case EnemyType.Missile:
            // select target
            var index = Random.Range(0, CityComponent.Cities.Count);
            target = CityComponent.Cities[index];
            break;
        }
    }
Example #3
0
    public override void Initialize()
    {
        base.Initialize();

        switch (enemyType)
        {
            case EnemyType.Missile:
                // select target
                var index = Random.Range(0, CityComponent.Cities.Count);
                target = CityComponent.Cities[index];
                break;
        }
    }
Example #4
0
    public ExplosionComponent CreateExplosion(GameEntityComponent owner)
    {
        if (explosion == null)
        {
            return(null);
        }
        var clone  = Instantiate(explosion);
        var retVal = clone.RequireComponent <ExplosionComponent>();

        retVal.transform.SetParent(Scene2D.main.transform);
        retVal.isEnemy = owner is EnemyComponent;
        retVal.Initialize();
        return(retVal);
    }
    protected override void Start()
    {
        sensing          = GetComponent <EC_Sensing>();
        movement         = GetComponent <EC_Movement>();
        playerController = GetComponent <EC_PlayerController>();
        fishieAI         = GetComponent <EC_FishieAI>();
        ressources       = GetComponent <EC_Ressources>();
        actions          = GetComponent <EC_Actions>();

        //setup all attached components
        if (playerController != null)
        {
            components = new GameEntityComponent[] { sensing, movement, actions, ressources, playerController }
        }
        ;
        else if (fishieAI != null)
        {
            components = new GameEntityComponent[] { sensing, movement, actions, ressources, fishieAI }
        }
        ;

        base.Start();
    }
}