protected void _find_my_rol() { my_rol = GetComponent <rol_sheet.Rol_sheet>(); if (!my_rol) { Debug.Log(string.Format( "[{0}][{1}] no encontro el componente de rol", this.GetType(), name)); } }
protected override void _init_cache() { base._init_cache(); rol = GetComponent <rol_sheet.Rol_sheet>(); if (!rol) { Debug.LogError(string.Format( "[soldier controller] no encontro un 'Rol_sheet' en {0}", helper.game_object.name.full(this))); } }
public virtual Bullet_controller_3d instanciate( Vector3 position, rol_sheet.Rol_sheet owner) { Bullet_controller_3d obj = instanciate(position); Damage[] damages = obj.damages; foreach (Damage damage in damages) { damage.owner = owner; } return(obj); }
public virtual Bullet_motor instanciate( Vector3 position, rol_sheet.Rol_sheet owner) { Bullet_motor obj = instanciate(position); var controller = obj.GetComponent < chibi.controller.weapon.gun.bullet.Controller_bullet>(); var damages = controller.damages; foreach (var damage in damages) { damage.owner = owner; } return(obj); }
public abstract Bullet_controller_3d shot( rol_sheet.Rol_sheet owner);