/// <summary> /// Set the target gameObject as the capital ship of the specified team. /// </summary> /// <param name="tag"></param> /// <param name="target"></param> public void RegisterCapitalShip(TEAMTAG tag, GameObject target) { switch (tag) { case TEAMTAG.RED: capitalShipRed = target; break; case TEAMTAG.BLUE: capitalShipBlue = target; break; default: throw new UnityException(); } }
public GameObject GetCapitalShip(TEAMTAG team) { GameObject capitalShip; switch (team) { case TEAMTAG.RED: capitalShip = capitalShipRed; break; case TEAMTAG.BLUE: capitalShip = capitalShipBlue; break; default: throw new UnityException(); } return capitalShip; }
/// <summary> /// Returns a Vector3 that should be used as the spawn point for the next ship. The spawn location /// will be based on the location of the game objects registered as capital ship for each team; /// </summary> /// <param name="tag"></param> /// <returns></returns> public Vector3 GetSpawnPosition(TEAMTAG tag) { GameObject capitalShip; switch (tag) { case TEAMTAG.RED: capitalShip = capitalShipRed; break; case TEAMTAG.BLUE: capitalShip = capitalShipBlue; break; default: throw new UnityException(); } // This is just a hack to get spawn points in a spherical shape around the capital ship return (capitalShip.transform.position) + (Vector3.up * 100); }
public GameObject GetCapitalShip(TEAMTAG team) { GameObject capitalShip; switch (team) { case TEAMTAG.RED: capitalShip = capitalShipRed; break; case TEAMTAG.BLUE: capitalShip = capitalShipBlue; break; default: throw new UnityException(); } return(capitalShip); }
/// <summary> /// Returns a Vector3 that should be used as the spawn point for the next ship. The spawn location /// will be based on the location of the game objects registered as capital ship for each team; /// </summary> /// <param name="tag"></param> /// <returns></returns> public Vector3 GetSpawnPosition(TEAMTAG tag) { GameObject capitalShip; switch (tag) { case TEAMTAG.RED: capitalShip = capitalShipRed; break; case TEAMTAG.BLUE: capitalShip = capitalShipBlue; break; default: throw new UnityException(); } // This is just a hack to get spawn points in a spherical shape around the capital ship return((capitalShip.transform.position) + (Vector3.up * 100)); }
public TeamController GetTeamController(TEAMTAG tag) { GameObject capitalShip; switch (tag) { case TEAMTAG.RED: capitalShip = capitalShipRed; break; case TEAMTAG.BLUE: capitalShip = capitalShipBlue; break; default: throw new UnityException(); } TeamController controller = capitalShip.GetComponent <TeamController>(); Assert.IsNotNull(controller); return(controller); }
public void OnCapitalShipDestroyed(TEAMTAG tag) { GameObject winner; GameObject loser; switch (tag) { case TEAMTAG.RED: loser = capitalShipRed; winner = capitalShipBlue; break; case TEAMTAG.BLUE: loser = capitalShipBlue; winner = capitalShipRed; break; default: throw new UnityException(); } winner.GetComponent <TeamController>().OnGameEnded(true); loser.GetComponent <TeamController>().OnGameEnded(false); }
public TeamController GetTeamController(TEAMTAG tag) { GameObject capitalShip; switch (tag) { case TEAMTAG.RED: capitalShip = capitalShipRed; break; case TEAMTAG.BLUE: capitalShip = capitalShipBlue; break; default: throw new UnityException(); } TeamController controller = capitalShip.GetComponent<TeamController>(); Assert.IsNotNull(controller); return controller; }
public void OnCapitalShipDestroyed(TEAMTAG tag) { GameObject winner; GameObject loser; switch (tag) { case TEAMTAG.RED: loser = capitalShipRed; winner = capitalShipBlue; break; case TEAMTAG.BLUE: loser = capitalShipBlue; winner = capitalShipRed; break; default: throw new UnityException(); } winner.GetComponent<TeamController>().OnGameEnded(true); loser.GetComponent<TeamController>().OnGameEnded(false); }