private void Awake() { // Instantiate the explosion prefab and get a reference to the particle system on it m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent <ParticleSystem>(); // Get a reference to the audio source on the instantiated prefab m_ExplosionAudio = m_ExplosionParticles.GetComponent <AudioSource>(); // Disable the prefab so it can be activated when it's required m_ExplosionParticles.gameObject.SetActive(false); networkManager = GameObject.Find("NetworkManager").GetComponent <NetworkManagerTank>(); }
private void Fire() { // Create an instance of the shell and store a reference to it's rigidbody Rigidbody shellInstance; shellInstance = NetworkManagerTank.Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody; // Set the shell's velocity to the launch force in the fire position's forward direction shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward; // Change the clip to the firing clip and play it m_ShootingAudio.clip = m_FireClip; m_ShootingAudio.Play(); // Reset the launch force. This is a precaution in case of missing button events m_CurrentLaunchForce = m_MinLaunchForce; NetworkServer.Spawn(shellInstance.gameObject); }
private void Awake() { networkManager = GameObject.Find("NetworkManager").GetComponent <NetworkManagerTank>(); m_Camera = GetComponentInChildren <Camera> (); }