Inheritance: MonoBehaviour
Example #1
0
    // Objects (such as missiles) that kill themselves on impact can call this function to
    // do an instant death, meaning they don't have to have their own copies of things like
    // the explosion prefabs...
    //
    public virtual void KillInstant(bool bPlayerPhysicalCollision = false)
    {
        // Set to 1, because DoImpact always decrements by 1 BEFORE testing for death...
        m_iHitPointsRemaining = 1;

        // Don't spawn multipliers (if we have any) as this is a suicide call
        SpawnPrefab gcMultiSpawner = GetComponent <SpawnPrefab>(); if (null != gcMultiSpawner)

        {
            gcMultiSpawner.enabled = false;
        }

        DoOnImpactFromPlayer(99, false, bPlayerPhysicalCollision);
    }
Example #2
0
    void InitGame()
    {
        speed        = 1;
        currentSpeed = 1;
        _isRunning   = true;
        prefabs      = Resources.LoadAll("Prefabs");
        BoardManager = new BoardManager(boardSize);
        if (isAi)
        {
            ai          = new AIBehaviour();
            keysEnabled = false;
        }
        SpawnPrefab a = new SpawnPrefab();

        SetSpawner(a);
        SetupCamera();
        SetupBoard();
        SpawnPiece();
    }
Example #3
0
    public void RecvSpawn(int hostId, int connectionId, int channelId, byte[] buffer, int bufferSize, int recieved, byte error)
    {
        SpawnPrefab fab = ByteArrayToStructure <SpawnPrefab>(buffer);

        Debug.Log(fab.prefab_id);
        GameObject         go   = GameObject.Instantiate(SpawnablePrefabs[fab.prefab_id]);
        NetworkedTransform mono = go.GetComponent <NetworkedTransform>();

        mono.prefab_id = fab.prefab_id;
        mono.NET_ID    = fab.net_id;
        if (fab.local_auth_node_id == node_id)
        {
            mono.LocalAuthority = true;
            LocalEntities.Add(mono);
        }
        else
        {
            mono.LocalAuthority         = false;
            Synchronizable[mono.NET_ID] = mono;
        }
    }
Example #4
0
 protected override void Awake()
 {
     _This = this;
 }
Example #5
0
 public override void Awake()
 {
     base.Awake();
     spawner = this.GetComponent <SpawnPrefab>();
 }
 // Start is called before the first frame update
 void Start()
 {
     spawn = GetComponent <SpawnPrefab>();
 }
Example #7
0
 protected override void Awake()
 {
     _This = this;
 }
 // Start is called before the first frame update
 void Start()
 {
     spawnPrefab = GetComponent <SpawnPrefab>();
     playerInput = GameObject.FindGameObjectWithTag("GameController").GetComponent <PlayerInput>();
 }
Example #9
0
    public override void OnInspectorGUI()
    {
        SpawnPrefab myTarget = target as SpawnPrefab;

        #region Preload Prefabs
        Spacer();

        // Preload prefabs toggle
        myTarget.preload = EditorGUILayout.BeginToggleGroup(new GUIContent("Preload Prefabs",
                                                                           "If hundreds or more prefabs are gonna be in the game" +
                                                                           " this is useful for lowering the load it will need to spawn more prefabs. "), myTarget.preload);

        // How many prefabs to preload
        myTarget.quantity = EditorGUILayout.IntField(ToolTip("Quantity to preload",
                                                             "Quantity of prefabs to store in scene."), myTarget.quantity);

        // End toggle
        EditorGUILayout.EndToggleGroup();

        Spacer();
        #endregion Preload Prefabs

        #region Where to Spawn Prefabs

        Assert.IsNotNull(myTarget.prefabToSpawn, "The (enemy) Prefab in spawn script is null.");
        myTarget.prefabToSpawn = GameObjectField(myTarget.prefabToSpawn, "Prefab", "The Prefab that is gonna be spawned.");

        // Are we changing in the inspector?
        EditorGUI.BeginChangeCheck();

        myTarget.spawnPointsSize = IntField(myTarget.spawnPointsSize, "Number of spawn points", "Amount of spawn points.");

        // The list can not be negative
        // Is spawn points less than 0 ? set it to 0, if its greater than 30 ? set it to 30 else set it to the Integer given.
        myTarget.spawnPointsSize = myTarget.spawnPointsSize < 0 ? 0 : myTarget.spawnPointsSize > 30 ? 30 : myTarget.spawnPointsSize;

        // We have made a change in the inspector.
        if (EditorGUI.EndChangeCheck())
        {
            // Adding empty transforms to the spawn point list
            while (myTarget.spawnPos.Count != myTarget.spawnPointsSize)
            {
                // If spawn points size is less than desired size, add more empty transforms
                if (myTarget.spawnPos.Count < myTarget.spawnPointsSize)
                {
                    // looping through spawnPointsSize because it has a higher value than spawnPos
                    for (int i = 0; i < myTarget.spawnPointsSize; i++)
                    {
                        myTarget.spawnPos.Add(nullTransform);
                    }
                }

                // If spawn points size is larger than desired size, remove transforms until correct size
                if (myTarget.spawnPos.Count > myTarget.spawnPointsSize)
                {
                    // looping through spawnPos because it has a higher value than spawnPointsSize
                    for (int i = 0; i < myTarget.spawnPos.Count; i++)
                    {
                        myTarget.spawnPos.RemoveAt(i);
                        if (myTarget.spawnPos.Count == myTarget.spawnPointsSize)
                        {
                            break;
                        }
                    }
                }
            }
        }

        // Header group will open in play mode.
        headerGrpSpawnPoints = EditorGUI.BeginFoldoutHeaderGroup(new Rect(30, 88, 80, 10), headerGrpSpawnPoints, "Spawn Points");

        // Make some space in inspector
        Spacer(); Spacer(); Spacer();

        if (headerGrpSpawnPoints)
        {
            // Show the list of spawn points in the inspector
            for (int i = 0; i < myTarget.spawnPos.Count; i++)
            {
                Assert.IsNotNull(myTarget.spawnPos[i], "Spawn point " + i + " is null.");
                myTarget.spawnPos[i] = TransformField(myTarget.spawnPos[i], "Spawn point " + i, "Spawn position of prefab to spawn.");
            }
        }

        // Start toggle
        EditorGUI.EndFoldoutHeaderGroup();

        Spacer();
        #endregion Where to Spawn Prefabs

        #region Spawn Prefabs on a timer

        myTarget.bTimer           = EditorGUILayout.BeginToggleGroup(ToolTip("Spawn prefabs on timer", "The times given will be the same for every spawn point."), myTarget.bTimer);
        myTarget.initialSpawnTime = FloatField(myTarget.initialSpawnTime, "Time before first spawn", "The time it takes for the first prefab to spawn." +
                                               "After it will be the interval time.");
        myTarget.spawnCooldown = FloatField(myTarget.spawnCooldown, "Interval between each spawn.", "The time delay between each spawned prefab.");

        // End toggle
        EditorGUILayout.EndToggleGroup();

        Spacer();
        #endregion Spawn Prefabs on a timer

        #region Spawn set amount of Prefabs

        // Start toggle
        myTarget.bSetAmount = EditorGUILayout.BeginToggleGroup(ToolTip("Spawn a set number of prefabs", ""), myTarget.bSetAmount);

        myTarget.spawnAmount = IntField(myTarget.spawnAmount, "Number of prefabs to spawn.", "");
        myTarget.wait        = FloatField(myTarget.wait, "Time between each spawn.", "");

        // End toggle
        EditorGUILayout.EndToggleGroup();

        #endregion Spawn set amount of Prefabs
    }