public Turret(int pRadius, Vec2 pPosition) : base(pRadius * 2 + 1, pRadius * 2 + 1) { MyGame myGame = (MyGame)game; SetOrigin(width / 2, height / 2); _radius = pRadius; _position = pPosition; _tank = myGame.GetTank(); drawTurretBody(255, 255, 255); _turret = new TurretBarrel(x, y); AddChild(_turret); }
// Use this for initialization void Start() { distFromCenter = gameObject.GetComponent<Renderer> ().bounds.size.z; bulletColor = Color.green; barrelList = new TurretBarrel[5]; //leftmost barrelList [0] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x * RELATIVE_SPAWNPOINT_MULTIPLIER, (int)bulletVel); //center-left barrelList [1] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x * RELATIVE_SPAWNPOINT_MULTIPLIER, (int)bulletVel); //center barrelList [2] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x * RELATIVE_SPAWNPOINT_MULTIPLIER, (int)bulletVel); //center-right barrelList [3] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x * RELATIVE_SPAWNPOINT_MULTIPLIER, (int)bulletVel); //leftmost barrelList [4] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x * RELATIVE_SPAWNPOINT_MULTIPLIER, (int)bulletVel); }
// Use this for initialization void Start() { bulletColor = Color.magenta; barrelList = new TurretBarrel[6]; TRIANGLE_HEIGHT = 3f * (float)bulletPrefab.GetComponent<Renderer> ().bounds.size.x * (float)bulletPrefab.transform.localScale.y; //top barrelList [0] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //center-left barrelList [1] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //center-right barrelList [2] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //back-left barrelList [3] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //bottom-center barrelList [4] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //bottom-right barrelList [5] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); }
// Use this for initialization void Start() { bulletColor = Color.cyan; barrelList = new TurretBarrel[3]; //left barrelList [0] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //center barrelList [1] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //right barrelList [2] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); }
// Use this for initialization void Start() { bulletColor = Color.blue; barrelList = new TurretBarrel[1]; barrelList [0] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); }
// Use this for initialization void Start() { bulletColor = Color.red; barrelList = new TurretBarrel[2]; Vector3 forwardNorm = transform.forward; forwardNorm.Normalize (); endOfTurret = gameObject.GetComponent<Renderer> ().bounds.center + (forwardNorm * gameObject.GetComponent<Renderer> ().bounds.extents.z); //left barrelList [0] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); //right barrelList [1] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); }
// Use this for initialization void Start() { //orange bulletColor = new Color(1f, 0.6f, 0f, 1f); barrelList = new TurretBarrel[NUM_BARRELS]; Vector3 forwardNorm = transform.forward; forwardNorm.Normalize (); endOfTurret = gameObject.GetComponent<Renderer> ().bounds.center + (forwardNorm * 2 * gameObject.GetComponent<Renderer> ().bounds.size.z); curTurretRadius = ORIG_TURRET_RADIUS; for (int numBarrel = 0; numBarrel < NUM_BARRELS; ++numBarrel) { barrelList[numBarrel] = new TurretBarrel ((float)bulletPrefab.GetComponent<Renderer>().bounds.size.x, (int)bulletVel); } }