public static Vessel PerformBuildFromString(bool requireSource, string buildString, string designation, List <Vessel> sourceVessels)
    {
        string[]          inputWords = buildString.Split(' ');
        List <VesselPart> parts      = PartsListFromBuildString(buildString);
        string            spriteName = inputWords[1];
        float             size       = float.Parse(inputWords[2]);
        float             durability = float.Parse(inputWords[3]);

        return(VesselManager.Instance().BuildVessel(requireSource, sourceVessels, spriteName, size, durability, designation, parts));
    }
Example #2
0
    public void SpawnEnemies()
    {
        Vessel enemy = VesselManager.Instance().BuildVessel(false,
                                                            new List <Vessel>(),
                                                            "enemy_vessel_name_0",
                                                            "enemy1");

        VesselManager.Instance().GetMind("enemy1").AddBehavior(0, new AttackPlayerKingBehavior());
        enemy.transform.position = new Vector2(2, 2);
    }
    private void KeyboardStuff()
    {
        if (king == null)
        {
            return;
        }

        for (int i = 0; i < engineKeyCodes.Length; i++)
        {
            UnityEngine.KeyCode keyCode = engineKeyCodes[i];
            if (UnityEngine.Input.GetKeyDown(keyCode))
            {
                king.IgniteEngines(new int[1] {
                    i
                });
            }
            if (UnityEngine.Input.GetKeyUp(keyCode))
            {
                king.QuenchEngines(new int[1] {
                    i
                });
            }
        }
        for (int i = 0; i < launcherKeyCodes.Length; i++)
        {
            UnityEngine.KeyCode keyCode = launcherKeyCodes[i];
            if (UnityEngine.Input.GetKeyDown(keyCode))
            {
                king.Fire(new int[1] {
                    i
                });
            }
        }
        for (int i = 0; i < teamNames.Count; i++)
        {
            UnityEngine.KeyCode keyCode = bayKeyCodes[i];
            if (UnityEngine.Input.GetKeyDown(keyCode))
            {
                VesselManager.Instance().BuildVessel(true,
                                                     new List <Vessel>()
                {
                    king
                },
                                                     teamNames[i],
                                                     teamNames[i]);
            }
        }
    }
 public void SpawnKing(string vesselName)
 {
     king = VesselManager.Instance().BuildVessel(false, new List <Vessel>(), vesselName, "king");
 }
 public void SpawnKing(string spriteName, List <VesselPart> parts)
 {
     king = VesselManager.Instance().BuildVessel(false, new List <Vessel>(), spriteName, 1f, 1f, "king", parts);
 }