void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "Enemy" || other.gameObject.tag == "Player") { data = other.gameObject.GetComponent <TankData>(); if (gameObject.tag == "RateOfire") { data.delay -= 0.25f; AudioSource.PlayClipAtPoint(powUpSound, this.transform.position, PlayerPrefs.GetFloat("sfxVolume")); transform.localPosition = new Vector3(0, -5, 0); respawnTime = Time.time + respawnDelay; } if (gameObject.tag == "Health") { data.health += 10; if (data.health > data.maxHealth) { data.health = data.maxHealth; } AudioSource.PlayClipAtPoint(powUpSound, this.transform.position, PlayerPrefs.GetFloat("sfxVolume")); transform.localPosition = new Vector3(0, -5, 0); respawnTime = Time.time + respawnDelay; } if (gameObject.tag == "Speed") { data.turnSpeed += 2; data.moveSpeed += 3; data.ReverseSpeed += 3; AudioSource.PlayClipAtPoint(powUpSound, this.transform.position, PlayerPrefs.GetFloat("sfxVolume")); transform.localPosition = new Vector3(0, -5, 0); respawnTime = Time.time + respawnDelay; } respawnNow = false; } }
void DrawDefaultTexture(TankData myTarget) { GUILayout.Space(10); GUILayout.Label("Textury:", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Tekstura kadłuba czołgu:"); EditorGUILayout.Toggle(true); myTarget.hullTexture = (Sprite)EditorGUILayout.ObjectField(myTarget.hullTexture, typeof(Sprite), true); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Tekstura wieży czołgu:"); myTarget.czyPosiadamLufe = EditorGUILayout.Toggle(myTarget.czyPosiadamLufe); if (myTarget.czyPosiadamLufe) { myTarget.turretTexture = (Sprite)EditorGUILayout.ObjectField(myTarget.turretTexture, typeof(Sprite), true); } else { myTarget.turretTexture = null; } EditorGUILayout.EndHorizontal(); }
public override void InitControll(TankData data) { base.InitControll(data); IsEnable = true; }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); lastFireTime = Time.time; }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); characterController = GetComponent <CharacterController>(); }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); }
// Start is called before the first frame update void Start() { player = GameObject.FindWithTag("Player"); data = player.GetComponent <TankData>(); }
// Use this for initialization void Start() { score = GetComponent <Text>(); data = GetComponentInParent <TankData>(); OverLayScore(); }
//Sends data to other scripts public void Initilization(TankData data) { _tankData = data; }
public void OnDeactivate(TankData target) { }
void Start() { data = tank.GetComponent <TankData>(); }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); powerups = new List <Powerup>(); }
void Awake() { //attaching scripts and objects. data = GetComponent <TankData>(); }
// Use this for initialization void Start() { scoreText = GetComponent <Text>(); data = GetComponentInParent <TankData>(); setUIScore(); }
public override void OnActivated(TankData data) { data.missileCooldownMax -= Firerate; base.OnActivated(data); }
void Start() { CharacterController = gameObject.GetComponent <CharacterController>(); tf = gameObject.GetComponent <Transform>(); data = gameObject.GetComponent <TankData>(); }
public virtual void OnActivated(TankData data) { }
// Start is called before the first frame update void Start() { data = gameObject.GetComponent <TankData>(); motor = gameObject.GetComponent <TankMotor>(); shooter = gameObject.GetComponent <TankShooter>(); }
// Use this for initialization void Start() { motor = gameObject.GetComponent <TankMotor>(); speedInfo = gameObject.GetComponent <TankData>(); ammunition = gameObject.GetComponent <TankData>().Ammo; }
[HideInInspector] public bool cannonLoaded = true; // Bool is true when the timer expires, allowing the cannon can be fired again void Start() { tf = GetComponent <Transform>(); tankData = GetComponentInParent <TankData>(); lastCannonFire = Time.time; // Last cannon is set to Time.time by default }
// Start is called before the first frame update void Start() { data = gameObject.GetComponent <TankData>(); motor = gameObject.GetComponent <TankMotor>(); tf = gameObject.GetComponent <Transform>(); }
/// <summary> /// 初始化 /// </summary> public override void OnInit() { _data = StateMachine.CurrentData.Cast <TankData>(); }
private void Start() { motor = gameObject.GetComponent <TankMotor>(); data = gameObject.GetComponent <TankData>(); }
/// <summary> /// Clears the TankData component of this tank's current target (retains the transform /// and position of the target to allow this tank to investigate the last known position /// of the other tank). /// </summary> public void ClearTargetData() { targetTankData = null; }
public override void OnInspectorGUI() { //DrawDefaultInspector(); //return; TankData myTarget = (TankData)target; //mam własny edytor więc muszę w ten sposób zapisywać zmiany. Po wprowadzeniu zmian // należy zapisać cały projekt CTRL+S lub File/SaveProject EditorUtility.SetDirty(myTarget); DrawIcon(myTarget); myTarget.curretTab = GUILayout.Toolbar(myTarget.curretTab, new string[] { "Niszczyciel", "Zwykły" }); GUILayout.Space(10); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Czołg:", EditorStyles.boldLabel); myTarget.tank = (DostempneCzolgi)EditorGUILayout.EnumPopup(myTarget.tank); EditorGUILayout.EndHorizontal(); DrawDefaultTexture(myTarget); if (myTarget.curretTab == 0) //Niszczyciel czołgów { myTarget.turretCan360 = false; EditorGUILayout.BeginHorizontal(); GUILayout.Label("Tekstura przykrycia wieży:"); myTarget.czyPosiadamPrzykrycieLufy = EditorGUILayout.Toggle(myTarget.czyPosiadamPrzykrycieLufy); if (myTarget.czyPosiadamPrzykrycieLufy) { myTarget.turretCapTexture = (Sprite)EditorGUILayout.ObjectField(myTarget.turretCapTexture, typeof(Sprite), true); } else { myTarget.turretCapTexture = null; } if (myTarget.turretCapTexture == null) { myTarget.iHaveTurretCap = false; } else { myTarget.iHaveTurretCap = true; } EditorGUILayout.EndHorizontal(); } else { myTarget.turretCan360 = true; } DrawDefaultParametrs(myTarget); DrawColliderSet(myTarget); DrawDefaultObjectPositon(myTarget); if (myTarget.curretTab == 0) //Niszczyciel czołgów { myTarget.turretCapPos = EditorGUILayout.Vector2Field("przykrycie lufy:", myTarget.turretCapPos); } EditorGUILayout.BeginHorizontal(); GUILayout.Label("*Należy postępować analogicznie do Collider aby ustawić te parametry", skin.GetStyle("tankDescription")); EditorGUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Label("Opis:", EditorStyles.boldLabel); myTarget.tempDescription = "<color=red>" + myTarget.name + "- </color>"; GUILayout.Label(myTarget.tempDescription + "..."); myTarget.description = myTarget.tempDescription + myTarget.tempDescription2; myTarget.tempDescription2 = EditorGUILayout.TextField(myTarget.tempDescription2); GUILayout.Label("*Jest to opis głównie wykorzystywany w drzewku technoligii po najechaniu na czołg" + ". Nie trzeba podawać nazwy czołgu specjalnie do tego opisu bo ona zostanie wygenerowana automatycznie" + " więc... pisz od razu opis ;)", skin.GetStyle("tankDescription")); if (myTarget.tank == DostempneCzolgi.O_I) { myTarget.otherTurrets = new AutomaticTurret.TowerType[] { AutomaticTurret.TowerType.O_IButton, AutomaticTurret.TowerType.O_ITopLeft, AutomaticTurret.TowerType.O_ITopRight }; } if (myTarget.tank == DostempneCzolgi.IS7) { myTarget.otherTurrets = new AutomaticTurret.TowerType[] { AutomaticTurret.TowerType.IS7OnHead }; } }
/// <summary> /// Sets the target and all related information of this AI tank. /// </summary> /// <param name="newTarget">The Transform component of the tank's new target.</param> public void SetTarget(Transform newTarget) { currentTarget = newTarget; UpdateTargetPosition(); targetTankData = newTarget.gameObject.GetComponent <TankData>(); }
// Use this for initialization void Start() { missileCD = GetComponent <Image>(); data = GetComponentInParent <TankData>(); }
// Start is called before the first frame update void Start() { GameManager.Instance.Player = this.gameObject.transform; data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); }
// Use Before Start private void Awake() { // tankdata is the data from each enemy tank component tankData = enemytank.gameObject.GetComponent <TankData>(); }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); timeUntilNextEvent = timerDelay; }