public static Avatar GET_AVATAR(GameData.TYPE type) { Avatar avt = null; switch (type) { case GameData.TYPE.A: avt = ME.AVT_ROCKET; //actions = BANK_ACTION.AVT_ROCKET; break; case GameData.TYPE.B: avt = ME.AVT_KABOOM; //actions = BANK_ACTION.AVT_KABOOM; break; case GameData.TYPE.C: avt = ME.AVT_TRICKSTER; //actions = BANK_ACTION.AVT_TRICKSTER; break; case GameData.TYPE.MONK: avt = ME.AVT_MONK; break; case GameData.TYPE.E: avt = ME.AVT_SHIELD; break; case GameData.TYPE.F: avt = ME.AVT_MEDIC; break; } return(avt); }
void hdrNewHero(GameData.TYPE type) { IS_NEW_INPUT = true; HERO_SELECTED = type; m_UITeam.SetActive(false); m_UIHero.SetActive(false); Cursor.lockState = CursorLockMode.Locked; }
public void RpcChangeHero(GameData.TYPE hero) { instantiateAvatar(m_entity.m_team, hero); if (m_entity == null) { return; } m_entity.m_type = hero; PhysicsLayer.SET_PLAYER(this.m_avatar, this.m_entity.m_team); }
void instantiateAvatar(GameData.TEAM team, GameData.TYPE hero) { Debug.Log("INSTA " + team + " , " + hero); Avatar avt = null; EntityMotorActions actions = null; avt = PrefabBank.GET_AVATAR(hero); actions = EntityMotorActionBank.GET(hero); if (avt == null) { return; } m_entityMotor.resetState(); if (m_avatar != null) { GameObject.Destroy(m_avatar.gameObject); } if (m_entityMotorActions != null) { m_entityMotorActions.unLink(this.m_entityMotor); GameObject.Destroy(m_entityMotorActions.gameObject); m_entityMotorActions = null; } Avatar me = GameObject.Instantiate <Avatar>(avt); me.transform.parent = this.transform; me.transform.localPosition = Vector3.zero; me.transform.localRotation = Quaternion.identity; //Debug.Log(team); if (team == GameData.TEAM.RED) { me.setMaterial(BANK_PREFAB.MAT_TEAM_RED); } else if (team == GameData.TEAM.BLUE) { me.setMaterial(BANK_PREFAB.MAT_TEAM_BLUE); } if (me.m_head == null) { m_netTransformChildHead.enabled = false; } else { m_netTransformChildHead.enabled = true; m_netTransformChildHead.target = me.m_head.transform; } m_avatar = me; if (actions != null) { m_entityMotorActions = GameObject.Instantiate <EntityMotorActions>(actions); m_entityMotorActions.link(m_entityMotor); } }
public static EntityMotorActions GET(GameData.TYPE hero) { EntityMotorActions actions = null; switch (hero) { case GameData.TYPE.A: actions = ME.AVT_ROCKET; break; case GameData.TYPE.B: actions = ME.AVT_KABOOM; break; case GameData.TYPE.C: actions = ME.AVT_TRICKSTER; break; case GameData.TYPE.MONK: actions = ME.MONK; break; } return(actions); }
void h_heroMonk() { newInput = true; m_heroSelected = GameData.TYPE.MONK; }
void h_heroC() { newInput = true; m_heroSelected = GameData.TYPE.C; }
public void TargetInstantiateAvatar(NetworkConnection target, GameData.TEAM team, GameData.TYPE hero) { this.m_entity.m_team = team; this.m_entity.m_type = hero; instantiateAvatar(team, hero); }
public void CmdChangeHero(GameData.TYPE hero) { RpcChangeHero(hero); }