/* * Code to make soldier have a rifle * GameObject soldier = GameObject.FindWithTag("Soldier"); * PlayerController playerScript = soldier.GetComponent<PlayerController>(); * playerScript.SetArsenal("AK-74M");*/ private void Awake() { SoldierS = this; //Set the Soldier Singleton ignoreMovement = false; commenceProjectile = false; animator = this.GetComponent <Animator>(); timeUntilShootCommencement = timeToSwitchFromRunToShooting; }
public void handleDefense() { foreach (GameObject soldier in soldiers) { SoldierScript script = soldier.GetComponent <SoldierScript>(); script.targetEnemy = gameObject; script.targetPosition = transform.position; } }
// Use this for initialization void Start() { soldierScript = GetComponent<SoldierScript>(); GameObject[] objs = GameObject.FindGameObjectsWithTag("Player"); foreach (var obj in objs) { if (obj.name == "HDV_Human") { target = obj; break; } }; if (target) { soldierScript.targetEnemy = target; soldierScript.targetPosition = target.transform.position; } }
// Use this for initialization void Start() { soldierScript = GetComponent <SoldierScript>(); GameObject[] objs = GameObject.FindGameObjectsWithTag("Player"); foreach (var obj in objs) { if (obj.name == "HDV_Human") { target = obj; break; } } ; if (target) { soldierScript.targetEnemy = target; soldierScript.targetPosition = target.transform.position; } }
// Use this for initialization void Start() { selected = false; soldierScript = GetComponent <SoldierScript>(); townScript = GetComponent <MapObject>().townHall.GetComponent <TownHallScript>(); }
// Use this for initialization void Start() { selected = false; soldierScript = GetComponent<SoldierScript>(); townScript = GetComponent<MapObject>().townHall.GetComponent<TownHallScript>(); }
// Update is called once per frame void Update() { // Ray ray2 = Camera.main.ScreenPointToRay(Input.mousePosition); // if (hit2 = Physics2D.Raycast(ray2.origin, new Vector2(0, 0))) // Debug.Log(hit2.collider.name); if (Client.isStarted) { c.gameObject.SetActive(true); } Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // the ray follows the mousr Physics.Raycast(ray, out hit, Mathf.Infinity); mouseCurrPoint = hit.point; GameObject hitObject = hit.transform.root.gameObject; Debug.Log(hitObject.name); if (hitObject.gameObject.GetComponent <unit>() != null && hitObject.gameObject.GetComponent <unit>().clientId == 0) { Cursor.SetCursor(cursorTextureonEnemy, hotSpot, cursorMode); Unit Enemy; foreach (Unit u in Client.getMyplayerHandler().EnemyUnits) { if (hitObject.gameObject == u.go) { Enemy = u; if (Input.GetMouseButton(1)) { if (selectedObjets != null) { foreach (GameObject go in selectedObjets) { SoldierScript.attackEnemy(Enemy, go); } } } } } } else { Cursor.SetCursor(null, Vector2.zero, cursorMode); } if (Input.GetMouseButtonDown(0)) { if (hitObject.name != "strCam") { if (!menuActive) { TimeToDeclareDrag = limitToDeclareDrag; } } startDrag = Input.mousePosition; mouseDownPoint = hit.point; clearSelection(); } else if (Input.GetMouseButton(0)) { if (!isDrag) { TimeToDeclareDrag -= Time.deltaTime; if (TimeToDeclareDrag <= 0 || isClientDragging(startDrag, Input.mousePosition)) { isDrag = true; } } } else if (Input.GetMouseButtonUp(0)) { finishDragOnThisFrame = true; TimeToDeclareDrag = 0; isDrag = false; } if (Input.GetMouseButtonDown(0)) //left buttn mouse clicked { if (!isDrag) { mouseClick = hit.point; SelectObject(hitObject); } } if (hit.collider.name == "Terrain" && !isDrag) { if (Input.GetMouseButtonUp(1)) { GameObject TargetObject = Instantiate(Target, hit.point, Quaternion.identity) as GameObject; //clonoes the object and keeps on screen TargetObject.name = "Targetint"; // the game object created is name "Targetint" } } if (isDrag) { BoxWidth = Camera.main.WorldToScreenPoint(mouseDownPoint).x - Camera.main.WorldToScreenPoint(mouseCurrPoint).x; BoxHeight = Camera.main.WorldToScreenPoint(mouseDownPoint).y - Camera.main.WorldToScreenPoint(mouseCurrPoint).y; BoxLeft = Input.mousePosition.x; BoxTop = (Screen.height - Input.mousePosition.y) - BoxHeight; if (floatToBool(BoxWidth)) { if (floatToBool(BoxHeight)) { startBox = new Vector2(Input.mousePosition.x, Input.mousePosition.y + BoxHeight); } else { startBox = new Vector2(Input.mousePosition.x, Input.mousePosition.y); } } else if (!floatToBool(BoxWidth)) { if (floatToBool(BoxHeight)) { startBox = new Vector2(Input.mousePosition.x + BoxWidth, Input.mousePosition.y + BoxHeight); } else { startBox = new Vector2(Input.mousePosition.x + BoxWidth, Input.mousePosition.y); } } endBox = new Vector2(startBox.x + Unsigned(BoxWidth), startBox.y - Unsigned(BoxHeight)); } }