// Use this for initialization new void Start() { base.Start(); pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity); pointEffect.SetEffectActive(isActive, isActive); }
// Use this for initialization new void Start() { base.Start(); turrets = parentUnit.GetTurrets(); selfDestruct = parentUnit.GetComponent <Ability_SelfDestruct>(); pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity); pointEffect.SetEffectActive(isActive, isActive); //mainModule = pointEffect.GetMainPS().main; }
// Use this for initialization new void Start() { base.Start(); startPosition.localRotation = Quaternion.Euler(-initAngle, 0, 0); missile = Instantiate(missilePrefab); missile.SetEffectActive(false); explosion = Instantiate(explosionPrefab); explosion.SetEffectActive(false); }
// Use this for initialization new void Start() { base.Start(); command = gameManager.GetCommander(team); pointEffect = Instantiate(pointEffectPrefab, spinner.transform.position, Quaternion.identity); pointEffect.SetEffectActive(isActive); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.SetEffectActive(isActive); }
void BeginCountdown() { if (countdownCoroutine == null) // Only run once { state = 2; // Countdown state countdownStart = Instantiate(countdownStartPrefab, transform.position, Quaternion.identity); countdownCoroutine = StartCoroutine(CountdownCoroutine()); // Fire after a delay for (int i = 0; i < sourcePositions.Length; i++) { startEffects[i].SetEffectActive(true); } } }
// Use this for initialization new void Start() { base.Start(); shieldMod = new ShieldMod(parentUnit, 1, ShieldModType.ShieldProject); abilityBar = parentUnit.hpBar.GetComponent <UI_AbilBar_ShieldProject>(); abilityBar.SetShield(shieldMod.shieldPercent, shieldMod.shieldPercent < 0); lineEffect = Instantiate(lineEffectPrefab, transform.position, Quaternion.identity); lineEffect.SetEffectActive(0); pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity); pointEffect.SetEffectActive(false); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.SetEffectActive(false); }
// Use this for initialization new void Start() { base.Start(); foreach (Ability a in parentUnit.abilities) { if (a.GetAbilityType() == AbilityType.Superlaser) { hasSuperlaser = true; } } pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity); pointEffect.SetEffectActive(isActive); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.SetEffectActive(isActive); }