private void makeTeam(Team team, bool makePlayer) { CombatTeam combatTeam = new CombatTeam(); TeamTarget allies = TeamTarget.TargetJust(combatTeam); TeamTarget enemies = TeamTarget.TargetAllExcept(combatTeam); for (int i = 0; i < team.ShipCount; i++) { makeShip(team.Prefab, combatTeam, allies, enemies, new Vector3(team.Pos.x + Random.Range(-Dist, Dist), 0, team.Pos.z + Random.Range(-Dist, Dist))); } if (makePlayer) { // Make cursor MonoBehaviour.Instantiate(cursor, new Vector3(0, 0, 0), Quaternion.identity); // Reset player for start of combat. GameObject player = GameObject.FindGameObjectWithTag("ShipBlueprint"); player.transform.position = new Vector3(team.Pos.x + +Random.Range(-Dist, Dist), 0, team.Pos.z + Random.Range(-Dist, Dist)); player.transform.rotation = new Quaternion(0, 0, 0, 0); player.GetComponent <TeamMarker>().Team = combatTeam; player.GetComponent <TargetMarker>().AlliedTargets = allies; player.GetComponent <TargetMarker>().EnemyTargets = enemies; PlayerActivation activater = player.GetComponent <PlayerActivation>(); activater.Recreate(); activater.SetBehavioursEnabled(true); activater.Show(); } }
void GSInsertUsername() { // TODO show splash screen. stringToEdit = GUI.TextField(LoginFieldPos, stringToEdit, 25); if (GUI.Button(ConfirmLoginPos, "Go")) { PlayerActivation activater = GameObject.FindGameObjectWithTag("ShipBlueprint").GetComponent <PlayerActivation>(); activater.Show(); FacebookController.FacebookUsername = stringToEdit; } GUI.Label(labelPos, "A facebook username should be entered.\nCreate one with Facebook, in your account settings."); }
public void Start() { // Show ship and enable factories GameObject shipPrefab = GameObject.FindGameObjectWithTag("ShipBlueprint"); PlayerActivation activater = shipPrefab.GetComponent <PlayerActivation>(); activater.SetFactoriesEnabled(true); activater.Show(); foreach (ModuleFactory mf in shipPrefab.GetComponents <ModuleFactory>()) { if (mf.FactoryType == "Weapon") { weaponFactory = mf; } else if (mf.FactoryType == "Skill") { skillFactory = mf; } else if (mf.FactoryType == "Control") { controlFactory = mf; } } // Set Factory-dependent variables numWeapons = weaponFactory.Prefabs.Count; numSkills = skillFactory.Prefabs.Count; numControls = controlFactory.Prefabs.Count; // TODO update this stuff to version 3.0 InitUI(); }