Example #1
0
    private void SpawnStatChangeText(ShipStats ship, int value, Sprite icon)
    {
        GameObject statChangeText = ship.GetComponent <ShipStatsUI>().statChangeText;
        GameObject instance       = GameObject.Instantiate(statChangeText);

        RectTransform rect = instance.GetComponent <RectTransform>();

        rect.anchoredPosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y);

        instance.transform.parent = ship.GetComponent <ShipStatsUI>().canvas;

        MoveAndFadeBehaviour moveAndFadeBehaviour = instance.GetComponent <MoveAndFadeBehaviour>();

        moveAndFadeBehaviour.offset = new Vector2(0, +75);
        moveAndFadeBehaviour.SetValue(value, icon);
    }
Example #2
0
    public void SpawnStatChangeText(int value, Sprite icon = null)
    {
        ShipStatsUI shipStatsUI  = shipStats.GetComponent <ShipStatsUI>();
        GameObject  statChangeUI = Instantiate(shipStatsUI.statChangeText);

        RectTransform rect = statChangeUI.GetComponent <RectTransform>();

        Vector3 spawnPos = cam.WorldToScreenPoint(transform.GetChild(0).position);

        rect.anchoredPosition = new Vector2(spawnPos.x, spawnPos.y);

        statChangeUI.transform.parent = shipStats.GetComponent <ShipStatsUI>().canvas; // you have to set the parent after you change the anchored position or the position gets messed up.  Don't set it in the instantiation.  I don't know why someone decided to change that.

        MoveAndFadeBehaviour moveAndFadeBehaviour = statChangeUI.GetComponent <MoveAndFadeBehaviour>();

        moveAndFadeBehaviour.offset = new Vector2(0, 25 + transform.GetChild(0).localPosition.y * 100);
        moveAndFadeBehaviour.SetValue(value, icon);
    }
Example #3
0
 void OnEnable()
 {
     SS = this.transform.parent.parent.GetComponent <ShipStats>();
     BM = SS.GetComponent <BattleShipController>().BM;
     HUD.SetActive(true);
     Results.SetActive(false);
     Shown = false;
     RS.BM = BM;
 }
Example #4
0
    void FixedUpdate()
    {
        if (PlayerControlled)
        {
            if (CamEmpty == null)
            {
                CamEmpty = this.transform.GetChild(3).transform;
            }

            if (!SS.Dead)
            {
                PlayerControls();
            }
        }
        else
        {
            if (Target == null)
            {
                if (!GameFinished)
                {
                    FindTarget();
                }
            }
            else
            {
                float TargetDist = Vector3.Distance(this.transform.position, Target.transform.position);
                //if(TargetDist > SearchRadius)
                //FindTarget();

                if (ForwardGuns)
                {
                    GunDirection = GunPos.forward;
                }
                else
                {
                    float GunDist = Vector3.Distance(GunPos.position, Target.transform.position);
                    GunDirection = (Target.transform.position - GunPos.position) / GunDist;
                }

                FaceTarget();

                float SlowDist = ShipInfo.StopDistance + Target.GetComponent <BattleShipController>().ShipInfo.StopDistance;

                if (SS.Shields > 0f)
                {
                    if (TargetDist > SlowDist)
                    {
                        MoveDirection = this.transform.forward;
                    }
                    else
                    {
                        if ((TargetDist / SlowDist) > 0.5f)
                        {
                            MoveDirection = this.transform.forward * (TargetDist / SlowDist);
                        }
                        else
                        {
                            MoveDirection = -this.transform.forward;
                        }

                        MoveDirection += this.transform.right * Random.Range(-1f, 1f);
                    }
                }
                else
                {
                    MoveDirection = -this.transform.forward;
                }

                MoveDirection += new Vector3(0f, Random.Range(-1f, 1f), 0f);

                Accelerate();

                if (TargetDist < (ShipInfo.WeaponsRange + Target.GetComponent <BattleShipController>().ShipInfo.WeaponsRange))
                {
                    float ran = Random.Range(0f, 20f);
                    if (ran < 1f)
                    {
                        Fire();
                    }
                }
            }
        }
    }