// Use this for initialization public void Init(Unit parent) { hGoals = new List <Vector3>(); gameRules = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Manager_Game>().GameRules; // Grab copy of Game Rules parentUnit = parent; transform = parentUnit.transform; if (audioLoopPrefab) { audioLoop = Object.Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.transform.parent = transform; audioLoop.SetEffectActive(true); } reachedHGoal = true; reachedVGoal = true; hGoalCur = transform.position; // Path towards current location (i.e. nowhere) vGoalCur = Mathf.RoundToInt(transform.position.y); curRSRatio = 0; multManager = GameObject.FindGameObjectWithTag("MultiplayerManager").GetComponent <Multiplayer_Manager>(); // Grab copy of Game Rules ourId = parentUnit.GetComponent <NetworkIdentity>(); }
// Use this for initialization new void Start() { base.Start(); command = gameManager.GetCommander(team); pointEffect = Instantiate(pointEffectPrefab, spinner.transform.position, Quaternion.identity); pointEffect.SetEffectActive(isActive); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.SetEffectActive(isActive); }
// Use this for initialization new void Start() { base.Start(); shieldMod = new ShieldMod(parentUnit, 1, ShieldModType.ShieldMode); //abilityBar = parentUnit.hpBar.GetComponent<UI_AbilBar_ShieldProject>(); //abilityBar.SetShield(shieldMod.shieldPercent, shieldMod.shieldPercent < 0); meshEffect = Instantiate(meshEffectPrefab, transform.position, Quaternion.identity); meshEffect.SetEffectActive(false); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.transform.parent = transform; audioLoop.SetEffectActive(false); }
// Use this for initialization new void Start() { base.Start(); lineEffect = Instantiate(lineEffectPrefab, transform.position, Quaternion.identity); lineEffect.SetEffectActive(0); chainEndsEffect = new Effect_Point[2]; chainEndsEffect[0] = Instantiate(chainEndsEffectPrefab, transform.position, Quaternion.identity); chainEndsEffect[1] = Instantiate(chainEndsEffectPrefab, transform.position, Quaternion.identity); chainEndsEffect[0].SetEffectActive(false); chainEndsEffect[1].SetEffectActive(false); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.SetEffectActive(false); }
// Use this for initialization new void Start() { base.Start(); foreach (Ability a in parentUnit.abilities) { if (a.GetAbilityType() == AbilityType.Superlaser) { hasSuperlaser = true; } } pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity); pointEffect.SetEffectActive(isActive); audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity); audioLoop.SetEffectActive(isActive); }