// Use this for initialization
    void Start()
    {
        _PGS = gameObject.GetComponent <ArcReactor_Launcher>();

        _hm = Owner.GetComponent <HealthModule>();
        if (Owner.GetComponent <WeaponModule>())
        {
            _sbwm    = Owner.GetComponent <WeaponModule>();
            starship = false;
            starbase = true;
        }
        if (Owner.GetComponent <Stats>())
        {
            _st      = Owner.GetComponent <Stats>();
            _as      = Owner.GetComponent <ActiveState>();
            starship = true;
            starbase = false;
        }
        if (gameObject.GetComponent <AudioSource>())
        {
            _a              = gameObject.GetComponent <AudioSource>();
            _a.maxDistance  = 1000;
            _a.spatialBlend = 0.8f;
        }
    }
Exemple #2
0
    protected IEnumerator TrackHit(SingleLaserHit hit, ArcReactor_Launcher launcher)
    {
        while (hit.hitLastFrame || hit.hitThisFrame)
        {
            yield return(new WaitForEndOfFrame());

            hit.hitLastFrame = hit.hitThisFrame;
            hit.hitThisFrame = false;
        }
        DoHitEnd(hit, launcher);
    }
Exemple #3
0
 void Start()
 {
     totalPopulation             = 0;
     planetList                  = new Dictionary <Role_Type, int>();
     planetList[Role_Type.WATER] = 0;
     planetList[Role_Type.FIRE]  = 0;
     planetList[Role_Type.IRON]  = 0;
     planetList[Role_Type.TREE]  = 0;
     waterTime = 0f;
     ironTime  = 0f;
     treeTime  = 0f;
     fireTime  = 0f;
     aLauncher = GetComponent <ArcReactor_Launcher>();
     config    = PlanetConfManager.Instance.GetConfById(id);
 }
Exemple #4
0
 public void DoHitEnd(SingleLaserHit hit, ArcReactor_Launcher launcher)
 {
     hit.particles.enableEmission = false;
     hit.particles.gameObject.SetActive(false);
     allLaserHits.Remove(launcher);
 }