void Start()
 {
     parent = transform.parent.gameObject.GetComponent<ShipScript>();
     system = GameObject.FindGameObjectWithTag("System");
     rpcScript = system.GetComponent<RPCScript>();
     if (this.name == "Bow") gameObject.renderer.material.color = Color.black;
     if (this.name == "Stern") gameObject.renderer.material.color = Color.white;
     if (parent.player != parent.gameScript.myname) {
         Debug.Log ("parent name " + parent.player + " gamescript name " + parent.gameScript.myname);
         Debug.Log ("not my ship so disable renderer");
         gameObject.renderer.enabled = false;
         Debug.Log ("Disabling visibility on cell");
         parent.GetCellForSection(this.gameObject).SetVisible(false);
     }
 }
Exemple #2
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 /** GAMELOOP METHODS **/
 // Use this for initialization
 public void Init()
 {
     gameObject.renderer.material.color = Color.blue;
     available = true;
     system = GameObject.FindGameObjectWithTag("System");
     gridScript = system.GetComponent<GridScript>();
     gameScript = system.GetComponent<GameScript>();
     rpcScript = system.GetComponent<RPCScript>();
     instanceID = gameObject.GetInstanceID();
 }
Exemple #3
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    // Use this for initialization
    void Start()
    {
        gridScript = gameObject.GetComponent<GridScript>();
        rpcScript = gameObject.GetComponent<RPCScript>();

        // Initialize game state variables
        curPlayAction = PlayAction.None;
        curGameState = GameState.Connecting;
        // Run game initialization
        gridInited = false;
        existSelection = false;

        string playerName = PlayerPrefs.GetString("playerName");
        myname = playerName;
        rpcScript.sendPlayerName(myname);
        setPlayerType();

        int LoadedInt = PlayerPrefs.GetInt("LoadedGame");

        if (LoadedInt == 1) {
            //This is a loaded game
            //isLoadedGame = true;
            //Send RPC to say its a loaded game.

            //Change current game state.
            isLoadedGame = true;
            loadFilePath = PlayerPrefs.GetString("LoadedGamePath");
            Debug.Log(loadFilePath);
        }

        player1SetupDone = false;
        player2SetupDone = false;
        player1SetupAcceptance = false;
        player2SetupAcceptance = false;

        setupAccepted = false;

        myRadarCount = 1;
        myKamikazeCount = 1;
        myCruiserCount = 2;
        myDestroyerCount = 3;
        myTorpedoCount = 2;
        myMineLayerCount = 2;
    }
Exemple #4
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    /** GAMELOOP METHODS **/
    // Use this for initialization
    public void Init()
    {
        system = GameObject.FindGameObjectWithTag("System");
        gameScript = system.GetComponent<GameScript>();
        gridScript = system.GetComponent<GridScript>();
        rpcScript = system.GetComponent<RPCScript>();
        baseSections = new List<GameObject>();
        health = new int[10];

        GameObject[] tBaseSection = new GameObject[10];
        for (int i = 0; i < 10; i++) {
            health [i] = 1;
        }
        foreach (Transform child in transform) {
            string[] section = child.name.Split('_');
            if (section[0] == "BaseSection") {
                int index = int.Parse(section[1]);
                Debug.Log(child.name + " : " + index);
                tBaseSection[index] = child.gameObject;
            }
        }

        baseSections = new List<GameObject>(tBaseSection);
    }
 void Start()
 {
     parent = transform.parent.gameObject.GetComponent<BaseScript>();
     system = GameObject.FindGameObjectWithTag("System");
     rpcScript = system.GetComponent<RPCScript>();
 }
Exemple #6
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    // Use this for initialization
    public void Init()
    {
        // Create grid of cells

        //rpcScript.shareReefSeed(reefSeed);

        /*For testing
        CellScript[,] testCells = range (3, 4, 5, 2);

        for (int x = 0; x < 5; x ++) {
            for (int y = 0; y < 2; y++) {
                testCells[x, y].selected = true;
            }
        }*/

        // Initialize references to system and current selection
        currentSelection = new List<CellScript>();
        reefCells = new List<CellScript>();;
        refreshCounter = 0;
        system = GameObject.FindGameObjectWithTag("System");
        gameScript = system.GetComponent<GameScript>();
        rpcScript = system.GetComponent<RPCScript>();

        CreateGrid ();

        idSeedStack = new Stack();
        // CRUDE WAY OF MAKING ID. CHANGE LATER
        for (int i=0; i<50;i++)
        {
            idSeedStack.Push(i);
        }
    }
Exemple #7
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    // Use this for initialization
    public void Init()
    {
        system = GameObject.FindGameObjectWithTag("System");
        gameScript = system.GetComponent<GameScript>();
        gridScript = system.GetComponent<GridScript>();
        rpcScript = system.GetComponent<RPCScript>();
        // Change the size for each sub ship
        speed = maxSpeed;
        health = new int[shipSize];
        InitArmor ();

        // Retrieve prefabs from resources
        explosion = Resources.Load("explosion") as GameObject;
        waterSplash = Resources.Load("water_splash") as GameObject;

        // Add all child sections ship
        GameObject[] tShipSection = new GameObject[shipSize];
        //Correct Order of ship instantiation.
        foreach (Transform child in transform) {
            //Debug.Log(child.name);
            //Debug.Log ("Size: " + shipSize + "and arrysize: " + tShipSection.Length);
            if (child.name == "Stern") tShipSection[0] = child.gameObject;
            if (child.name == "Bow") tShipSection[shipSize-1] = child.gameObject;
            string[] mid = child.name.Split('_');
            if (mid[0] == "Mid") {
                int index = int.Parse(mid[1]);
                //Debug.Log(child.name + " : " + index);
                tShipSection[index] = child.gameObject;
            }
        }
        shipSections = new List<GameObject>(tShipSection);

        for (int i = 0; i < shipSize; i++) {
            Debug.Log(shipSections[i].transform.name + " for index: " + i);
        }

        //		foreach (GameObject s in shipSections) {
        //			Debug.Log(s.transform.name);
        //		}

        //Debug.Log(shipSections[0].name + " : " + shipSections[1].name);
    }