public virtual void Awake() { _shipState = GetComponent <ShipStateBehaviour>(); var weaponsToAdd = GetComponents <ShipWeapon>(); var defensesToAdd = GetComponents <ShipDefense>(); for (var x = 0; x < weaponsToAdd.Length; x++) { shipWeapons.Add(weaponsToAdd[x]); } while (shipWeapons.Count < 3) { var x = gameObject.AddComponent(typeof(EmptyWeaponSlot)) as EmptyWeaponSlot; shipWeapons.Add(x); } for (var x = 0; x < defensesToAdd.Length; x++) { shipDefenses.Add(defensesToAdd[x]); } while (shipDefenses.Count < 2) { var x = gameObject.AddComponent(typeof(EmptyDefenseSlot)) as EmptyDefenseSlot; shipDefenses.Add(x); } shipDefenses[1].direction = "right"; }
public float validJumpDistance = 50f; //How far from system center to be able to do a hyperspace jump void Awake() { playerObject = GameObject.FindWithTag("PlayerObject"); playerShip = playerObject.transform.GetChild(0).gameObject; shipState = playerShip.GetComponent <ShipStateBehaviour>(); _cameraBehaviour = Camera.main.GetComponent <CameraBehaviour>(); if (playerShip.GetComponent <ShipChassis>()) { shipChassis = playerShip.GetComponent <ShipChassis>(); playerShip.GetComponent <ShipData>()._guiManager = GameObject.FindGameObjectWithTag("GameController").GetComponent <GUIManager>(); //Debug.Log("Got player chassis"); } else { Debug.Log("No chassis found."); } }
void Awake() { defenseName = "Roll Module : " + direction; shipState = GetComponent <ShipStateBehaviour>(); audioSource = GetComponent <AudioSource>(); }