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)); }
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); }