// Use this for initialization void Awake() { //No action currently used m_ActionCurrentlyUsed = false; //Get the main script m_Ship = GetComponent <Ship>(); m_ShipViewPoint = GetComponent <ShipViewPoint>(); int number = -1; //If they are Equipment equipt in the Equipment Array, then we linked it to this script foreach (GameObject go in m_EquipmentArray) { if (go != null) { if (go.GetComponent <EquipmentShip>()) { m_EquipmentShip = go.GetComponent <EquipmentShip>(); m_EquipmentShip.m_ShipEquipmentBehavior = this; number++; m_EquipmentShip.m_ActionNumber = number; } } } }
public void StopUsingAnyAction() { m_ActionCurrentlyUsed = false; foreach (GameObject go in m_EquipmentArray) { if (go != null) { m_EquipmentShip = go.GetComponent <EquipmentShip>(); m_EquipmentShip.StopUsing(); } } }
public void StopUsingAnyAction() { m_ActionCurrentlyUsed = false; foreach(GameObject go in m_EquipmentArray) { if(go!=null) { m_EquipmentShip = go.GetComponent<EquipmentShip>(); m_EquipmentShip.StopUsing(); } } }
void ChangeTheActionCurrentlyUsed(int number) { if (m_EquipmentShip != m_EquipmentArray[number].GetComponent <EquipmentShip>()) { //We stop other action StopUsingAnyAction(); m_EquipmentShip = m_EquipmentArray[number].GetComponent <EquipmentShip>(); } //Let's do the action, aim first, use after m_EquipmentShip.EquipmentManager(); //We currently use an action m_ActionCurrentlyUsed = true; }
// Use this for initialization void Awake() { //No action currently used m_ActionCurrentlyUsed = false; //Get the main script m_Ship = GetComponent<Ship>(); m_ShipViewPoint = GetComponent<ShipViewPoint>(); int number = -1; //If they are Equipment equipt in the Equipment Array, then we linked it to this script foreach (GameObject go in m_EquipmentArray) { if (go != null) { if(go.GetComponent<EquipmentShip>()) { m_EquipmentShip = go.GetComponent<EquipmentShip>(); m_EquipmentShip.m_ShipEquipmentBehavior = this; number++; m_EquipmentShip.m_ActionNumber = number; } } } }
void ChangeTheActionCurrentlyUsed(int number) { if(m_EquipmentShip!= m_EquipmentArray[number].GetComponent<EquipmentShip>()) { //We stop other action StopUsingAnyAction(); m_EquipmentShip = m_EquipmentArray[number].GetComponent<EquipmentShip>(); } //Let's do the action, aim first, use after m_EquipmentShip.EquipmentManager(); //We currently use an action m_ActionCurrentlyUsed = true; }