public void StartFire(SO_ship _target) { target = _target; // Debug.Log ("====laser pew to " + target.p.SO.visibleName); // Debug.Log( laser_shot.GetPosition(0)+ " " + laser_shot.GetPosition(1)); laser_shot.enabled = true; }
void UpdateShip(SO_ship ship) { // var control = nearestShips[ship.p.id].GetComponent<ShipMotor>(); // control.selectedTarget=nearestShips [ship.target_id]; // control.action=ship.action; nearestShips[ship.p.SO.id].GetComponent <ShipMotor>().thisShip.p.SO.position = ship.p.SO.position; nearestShips[ship.p.SO.id].GetComponent <ShipMotor>().thisShip.p.SO.rotation = ship.p.SO.rotation; }
void ChangePlayer() { player_SO = serverObj.GetComponent <Server>().GetPlayer(player_id); //player id=0 player.GetComponent <ShipMotor>().thisShip.p.SO.position = player_SO.p.SO.position; player.GetComponent <ShipMotor>().thisShip.p.SO.rotation = player_SO.p.SO.rotation; if (player_SO.landed) { int station_id = serverObj.GetComponent <LandingServer>().FindShipLocation(player_SO.p.SO.id); SceneManager.LoadScene("station"); } }
// --------------------- SO END --------------------------------- // --------------------- SHIPS --------------------------------- void AddShip(SO_ship ship) { Debug.Log("prefub " + ship.p.SO.prefab); GameObject gObj = (GameObject)Instantiate(Resources.Load(ship.p.SO.prefab, typeof(GameObject)), ship.p.SO.position - zeroPoint, ship.p.SO.rotation); // подставить ship.p.SO.prefab gObj.GetComponent <ShipMotor> ().Init(ship, serverObj, this.gameObject); gObj.GetComponent <ShipMotor> ().thisShip.SetTarget(player.GetComponent <ShipMotor> ().thisShip.p.SO); Debug.Log(ship.p.SO.visibleName); nearestShips.Add(ship.p.SO.id, gObj); canvasobj.GetComponent <Indicators> ().AddIndicator_sh(gObj); }
public void StartFire(SO_ship target) { // Debug.Log("StartFire "+ type); switch (type) { case SO_weaponData.WeaponType.laser: gameObject.GetComponent <LaserBeam>().StartFire(target); break; case SO_weaponData.WeaponType.missile: gameObject.GetComponent <MissileLauncher>().Fire(target.host); break; } }
public void Init(SO_ship _ship, GameObject _server, GameObject _datalocal) { thisShip = new SO_ship(_ship.p, this.gameObject); Debug.Log(this); if (thisShip.weapons.Count <= weaponPoints.Count) { for (int i = 0; i < thisShip.weapons.Count; i++) { thisShip.weapons[i].SetWeaponPoint(weaponPoints[i]); weaponPoints [i].GetComponent <WeaponPoint> ().Init(thisShip.weapons [i].p.type); Debug.Log(thisShip.p.SO.visibleName + " init weapon point " + thisShip.weapons [i].p.type + i); } } Server_GO = _server; dataLocal = _datalocal; Debug.Log("----init " + thisShip.p.SO.visibleName + " id " + thisShip.p.SO.id); }
void Start() { player_id = 0; serverObj = GameObject.Find("ServerGo"); player_SO = serverObj.GetComponent <Server>().GetPlayer(player_id); //player id=0 //init player player.GetComponent <ShipMotor>().Init(player_SO, serverObj, this.gameObject); zeroPoint = player_SO.p.SO.position; // WaypointsCreate (); // var player_transform = player.GetComponent<Transform> (); // StartCoroutine (FlyObjectsListUpdate ()); // shipcoroutine= StartCoroutine (ShipsListUpdate ()); // socoroutine= StartCoroutine (SOListUpdate ()); coroutineSH = ShipsListUpdate(); coroutineSO = SOListUpdate(); StartCoroutine(coroutineSH); StartCoroutine(coroutineSO); }
public void Events(SO_ship.ShipEvenentsType shipEvent, SO_ship ship) { if (ship == thisShip) { switch (shipEvent) { case SO_ship.ShipEvenentsType.stop: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship stopped"); burner.GetComponent <BurnControl> ().EngineStop(); break; case SO_ship.ShipEvenentsType.move: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship accelerated"); burner.GetComponent <BurnControl> ().EngineStart(); break; case SO_ship.ShipEvenentsType.warmwarp: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship preparing to warp"); burner.GetComponent <BurnControl> ().WarpStart(); break; case SO_ship.ShipEvenentsType.warp: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship warping...."); // if player dataLocal.GetComponent <Effects> ().PlayerWarp(thisShip.targetToMove.position, thisShip.p.warpSpeed); break; case SO_ship.ShipEvenentsType.spawn: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship spawn"); dataLocal.GetComponent <Effects> ().PlayerWarpStop(); burner.GetComponent <BurnControl> ().WarpStop(); Spawn(); break; case SO_ship.ShipEvenentsType.land: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship landing"); Server_GO.GetComponent <LandingServer> ().Landing(thisShip.p.SO.id, thisShip.targetToMove.id); thisShip.landed = true; break; case SO_ship.ShipEvenentsType.destroyed: Debug.Log("motor " + thisShip.p.SO.visibleName + " ship destroyed"); StopAtacking(); StopEquipments(); // thisShip = null; //var detonator = gameObject.AddComponent<Detonator> (); //detonator.duration = 4; //detonator.destroyTime = 4; //detonator.size = 40; //detonator.autoCreateSmoke = false; //detonator.autoCreateHeatwave = false; //detonator.color = Color.white; //detonator.destroyObj = false; //detonator.Explode (); thisShip.p.destroyed = true; Debug.Log("******************** explosion"); dataLocal.GetComponent <ShowEnv> ().DestroyShip(thisShip.p.SO.id); break; case SO_ship.ShipEvenentsType.open: GameObject canvasObj = GameObject.Find("Canvas"); canvasObj.GetComponent <ShowMenus> ().ShowInventory(thisShip.p.SO.id, thisShip.targetToMove.id); break; } } }
// Update is called once per frame void Update() { SO_ship playerSO = player.GetComponent <ShipMotor> ().thisShip; speedometerText.text = "s " + playerSO.p.shield.ToString().Substring(0, 3) + "\n" + "c " + playerSO.p.capasitor.ToString().Substring(0, 3); }