public void RegisterCharacter(CubePlayer player) { m_Players.AddLast(player); if (m_Players.Count == 1){ GiveControlToNextPlayer(); } }
public void initialize(GameObject Owner, Transform LaunchPoint, float Damage, float initalVelocity, float angle, projectileType type, Allegiance allegiance, ProjectileName name, float DropRate) { this.gameObject.SetActive(true); this.Owner = Owner.GetComponent <CubePlayer>(); this.transform.position = LaunchPoint.position; this.transform.rotation = LaunchPoint.rotation; this.forward = LaunchPoint.forward; forward.y = 0; this.initalVelocity = initalVelocity; this.angle = angle; this.type = type; this.allegiance = allegiance; this.pName = name; this.dropRate = DropRate; Child = transform.GetChild(0).gameObject; }
public void Reset() { this.Owner = null; this.initalVelocity = 0; this.angle = 0; this.allegiance = Allegiance.Neutral; this.damage = 0; this.transform.position = Vector3.zero; this.transform.parent = null; this.lanched = false; this.newPosition = Vector3.zero; this.newDirection = Vector3.zero; this.lifeTime = 0; this.height = 0; this.distanceTraveled = 0; this.forward = Vector3.zero; this.spin = 0; this.gameObject.SetActive(false); }
public MenuControl(GameObject DisplayMesh, CubePlayer owner) { Owner = owner; Atlas = Resources.Load <Texture2D>("IconAtlas"); UIData = new UITileMap[3, 3]; for (int i = 0; i < 3; i++) { UIData[i, 0] = new UITileMap(TileUVIndex.Trans); UIData[i, 1] = new UITileMap(TileUVIndex.Trans); UIData[i, 2] = new UITileMap(TileUVIndex.Trans); } UI = new UIMeshScript(); MeshObj = DisplayMesh; UI.init(15, 15, MeshObj); UI.BuildUVMap(Atlas, UIData); UI.SetTexture(Atlas); ChangeDisplay(); UI.Show(isDisplaying); }
// Start is called before the first frame update void Start() { //Initialize components rigid = transform.GetComponent <Rigidbody>(); agent = transform.GetComponent <NavMeshAgent>(); player = GameObject.FindWithTag("Player").GetComponent <CubePlayer>(); //Find the connection indicator object and deactivate it connectionIndicator = transform.FindDeepChild("Connection Indicator").gameObject; indicatorRenderer = connectionIndicator.GetComponent <Renderer>(); connectionIndicator.SetActive(false); //Indicate this Follower object is not following another object isFollowing = false; //Initialize a value for index index = 0; inList = false; isDead = false; }