// Use this for initialization public void init(GameController gContr, float x, float y, float quadR, float quadG, float quadB) { controller = gContr; healthBar = gameObject.transform.parent.FindChild("Health").GetComponent<LaserHealth> (); captain = GameObject.Find ("Crew").GetComponent<MoveCaptain> (); healthBar = gameObject.transform.parent.FindChild ("Health").GetComponent<LaserHealth> (); controller.MakeSprite (gameObject, "Button", transform.parent, 0, 0, 1, 1, 300); gameObject.name = "Button"; gameObject.GetComponent<SpriteRenderer> ().sortingLayerName = "BottomRhsUI"; gameObject.transform.localPosition = new Vector3 (x, y, 0); gameObject.AddComponent<BoxCollider2D> (); sprite = GetComponent<SpriteRenderer> (); darkenSprite = (.7f); upColor = new Color (quadR, quadG, quadB); downColor = new Color (quadR*darkenSprite, quadG*darkenSprite, quadB*darkenSprite); sprite.color = upColor; }
public void init (GameController gContr) { controller = gContr; gameObject.AddComponent<Rigidbody2D> ().isKinematic = true; gameObject.AddComponent<BoxCollider2D> ().isTrigger = true; transform.localPosition = new Vector3 (-3.2f, -4, 0); gameObject.name = "Ship"; tag = "PlayerController"; laserLevel = GameObject.Find("Lasers").GetComponentInChildren<LaserHealth>(); shieldLevel = GameObject.Find("Shields").GetComponentInChildren<ComponentHealth>(); engineLevel = GameObject.Find("Engines").GetComponentInChildren<ComponentHealth>(); <<<<<<< HEAD animator = this.GetComponent<Animator> (); animator.SetInteger ("Direction", 0); jets = Jet.GetComponent<Animator> (); jets.SetInteger ("Direction", 0); jets.SetInteger ("Power", 3); ======= JET = GameObject.Find ("Jets"); direction = this.gameObject.GetComponent<Animator> (); // jets = JET.GetComponent<Animator> (); <<<<<<< HEAD >>>>>>> PrefabsToCode direction.SetInteger ("Direction", 0); jets.SetInteger ("Power", 3); ======= // direction.SetInteger ("Direction", 0); // jets.SetInteger ("Power", 3); >>>>>>> origin/PrefabsToCode // loads template for laser prefab instantiation // clock tracks time passed, ship fires when clock passes threshold. clock then resets. clock = 0; fireInterval = 32f; initd = true; }
void Fire() //atirar { audioSource.PlayOneShot(shootSound); //tocar som de acertar //criar bullet GameObject bullet = Instantiate(laserPrefab, bulletSpawn.position, bulletSpawn.rotation); bullet.layer = LayerMask.NameToLayer("PlayerBullet"); //informar layer da bala LaserHealth bulletH = bullet.GetComponent <LaserHealth>(); //pegar script de vida da bala if (bulletH != null) //se conseguiu { bulletH.source = "Character"; //informar fonte da bala bulletH.bulletDamage = bulletDamage; //informar dano da bala } //bullet.GetComponent<LaserController2>().bulletSpawnTransform = gameObject.transform.GetChild(0); //pega o transform do primeiro filho (bullet spawn) //bullet.gameObject.SendMessageUpwards("SetBulletSpawnTransform", gameObject.transform.GetChild(0), SendMessageOptions.DontRequireReceiver); //enviar transform, nao requisitar erro caso nao encontre //destruir bullet apos x segundos Destroy(bullet, bulletLifeTime); //tempo de vida da bullet }