// Start is called before the first frame update void Start() { PlayerUIContainer puic = transform.GetComponent <PlayerUIContainer>(); player = puic.player; ploa = player.transform.GetComponent <PlayerLockOnAttack>(); GameObject remainUI = transform.Find("RemainingMissiles").gameObject; remainingMissiles = remainUI.GetComponent <Text>(); }
// Start is called before the first frame update void Start() { PlayerUIContainer puic = transform.GetComponent <PlayerUIContainer>(); player = puic.player; ploa = player.transform.GetComponent <PlayerLockOnAttack>(); GameObject cursor = transform.Find("LockOnUICursor").gameObject; rt = cursor.transform.GetComponent <RectTransform>(); }
private void OnDestroy() { // effects // request removal of players' lockon RefreshLockablePlayers(); for (int i = 0; i < players.Length; i++) { if (players[i] != null) { PlayerLockOnAttack ploa = players[i].GetComponent <PlayerLockOnAttack>(); if (ploa != null) { ploa.RemoveLockedOnEnemyDestroyed(gameObject); } } } }
void IncreaseCapacityOfMissiles(Collider collision) { PlayerLockOnAttack ploa = collision.gameObject.transform.GetComponent <PlayerLockOnAttack>(); ploa.ExtendLockOn(); }