// Use this for initialization void Start() { attackType = AttackType.AUTO; op = FindObjectOfType <ObjectPoolNetworked>(); SetHealth(maxHealth); /*Give a Name Troop*/ NameUnit(); }
// Use this for initialization void Start() { op = FindObjectOfType <ObjectPoolNetworked>(); GameObject previousPos = new GameObject("previous Pos"); prevPos = previousPos.transform; airstrikes = new List <AirStrikeNetwork>(); m_currentMarker = Instantiate(m_navMarker, new Vector3(0, 4, 0), Quaternion.identity); m_currentMarker.transform.position = troopController.currentSelectedUnit.transform.position; }
// Use this for initialization void Start() { m_op = FindObjectOfType <ObjectPoolNetworked>(); m_nmn = GetComponent <NavigationMarkerNetworked>(); if (isServer) { m_generals = m_op.team1Generals; } else { m_generals = m_op.team2Generals; } currentSelectedUnit = m_generals[tankIndex].gameObject; cameraController.MoveCameraTo(m_generals[tankIndex].transform.position); currentSelectionCircle = Instantiate(selectionCircle, m_generals[0].transform.position, Quaternion.Euler(-90, 0, 0)); }
// Use this for initialization void Start() { objectPool = FindObjectOfType <ObjectPoolNetworked>(); }