public void Activate(Vector3[] points, bool finalShot) { isDissipating = finalShot; line.positionCount = points.Length + (int)Mathf.Pow(2, lineRes) - 1; line.SetPositions(ShotsManager.TessLine(points, lineRes)); Activate(); }
private void Awake() { // Dont destroy this object when a new scene is loaded, unless... DontDestroyOnLoad(this); // There can be only ONE! if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this.gameObject); } // Populate shot class with information from active film, i.e. actors, location. // build out the shot types in the inspector // Get the current film in production Film currentFilm = FilmManager.Instance.preProductionFilm.GetComponent <Film>(); foreach (shot s in shotOptions) { s.shotLocationID = currentFilm.filmLocations[1]; } }
public Arsenal(int ownerId, Navigation navigation, UnitTargeting targeting, Following following, Partset partset, ShotsManager shotsManager, TimeManager timeManager) { _ownerId = ownerId; _shotsManager = shotsManager; _timeManager = timeManager; _targeting = targeting; _navigation = navigation; _following = following; _partset = partset; _partset.OnPartAttached += OnPartAttached; _partset.OnPartDetached += OnPartDetached; _targeting.OnTargetChange += OnTargetChange; }
void Awake() { score = GameObject.Find("Score").GetComponent <Text>(); points = GameObject.Find("Points").GetComponent <Text>(); firstBonus = GameObject.Find("MissilePoints").GetComponent <Text>(); secondBonus = GameObject.Find("CitiesPoints").GetComponent <Text>(); bonusText = GameObject.Find("BonusText"); bonusText.SetActive(false); endText = GameObject.Find("EndText"); endText.SetActive(false); arrowsAnim = GameObject.Find("Cities").GetComponent <Animator>(); enemiesManager = GameObject.Find("EnemiesManager").GetComponent <EnemiesManager>(); shotsManager = GameObject.Find("ShotsManager").GetComponent <ShotsManager>(); }
protected override void Awake() { base.Awake(); GameSettings = GameSettings.Instance; UnitObjectManager = GameObject.FindObjectOfType <UnitObjectManager>(); UnitViewManager = GameObject.FindObjectOfType <UnitViewManager>(); InputManager = GameObject.FindObjectOfType <InputManager>(); PartViewsManager = GameObject.FindObjectOfType <PartViewsManager>(); ShotViewsManager = GameObject.FindObjectOfType <ShotViewsManager>(); UnitManager = new UnitManager(); PartsManager = new PartsManager(); TimeManager = new TimeManager(); SelectionManager = new SelectionManager(); CommandManager = new CommandManager(); InputContextManager = new InputContextManager(); PlayerManager = new PlayerManager(); VisibilityManager = new VisibilityManager(); ShotsManager = new ShotsManager(); _managers[UnitManager.ManagerType] = UnitManager; _managers[UnitViewManager.ManagerType] = UnitViewManager; _managers[UnitObjectManager.ManagerType] = UnitObjectManager; _managers[InputManager.ManagerType] = InputManager; _managers[SelectionManager.ManagerType] = SelectionManager; _managers[CommandManager.ManagerType] = CommandManager; _managers[TimeManager.ManagerType] = TimeManager; _managers[InputContextManager.ManagerType] = InputContextManager; _managers[PlayerManager.ManagerType] = PlayerManager; _managers[VisibilityManager.ManagerType] = VisibilityManager; _managers[ShotsManager.ManagerType] = ShotsManager; _managers[ShotViewsManager.ManagerType] = ShotViewsManager; _managers[PartsManager.ManagerType] = PartsManager; _managers[PartViewsManager.ManagerType] = PartViewsManager; foreach (var manager in _managers.Values) { manager.Init(); } }
public void Init(int ownerId, Vector3 slotOffset, UnitTargeting unitTargeting, Navigation navigation, ShotsManager shotsManager, TimeManager timeManager) { _slotOffset = slotOffset; _ownerId = ownerId; _navigation = navigation; _timeManager = timeManager; _shotsManager = shotsManager; Targeting = new Targeting(unitTargeting); Reloader = new Reloader(timeManager); Shooter = new Shooter(timeManager); Aimer = new Aimer(_navigation, Targeting, _timeManager); TargetFinder = new TargetFinder(Targeting, Aimer, _navigation, Range, _ownerId); Reloader.OnReloadingFinish += OnReloadingFinish; Shooter.OnShootingFinished += OnShootingFinished; Aimer.OnAimed += OnAimed; Shooter.OnShoot += OnShoot; }