public virtual TowerFire SpawnProjectile(Vector3 position, Quaternion rotation) { if (myTarget != null) { GameObject spawnedProjectile = Instantiate(myProjectile, position, rotation) as GameObject; if (spawnedProjectile != null) { spawnedProjectile.transform.parent = transform.parent; TowerFire towerFire = spawnedProjectile.GetComponent <TowerFire>(); towerFire.target = myTarget; towerFire.tower = this; towerFire.level = level; towerFire.flying = properties.active.flying; towerFire.extradamage = extradamage; Physics.IgnoreCollision(spawnedProjectile.GetComponent <Collider>(), turretSphere.GetComponent <Collider>()); return(towerFire); } } return(null); }
public void initialize() { TowerFire[] TowerFireList = new TowerFire[size]; //Wont work in the constructor :( have to do it here increment = (ushort)(size / (number + 4)); //Arrays start at 0, not 4. (DEFINITLEY NOT 1) incrementa = (ushort)(size / (number + 4)); //Arrays start at 0, not 4. (DEFINITLEY NOT 1) }
public void addtower(TowerFire weapontype) //Add tower to outer ring { outterRing.TowerFireList.Add(weapontype); }