// Use this for initialization void Start() { Debug.Log("Icon at start " + iconToShow); unit = this.transform.gameObject; prof = unit.GetComponent<AttributeComponent>().profession; if (prof == Enums.Prof.Riot) iconToShow = iconRiot; if (prof == Enums.Prof.Soldier) iconToShow = iconSoldier; if (prof == Enums.Prof.Support) iconToShow = iconSupport; Debug.Log(iconToShow); }
// Use this for initialization void Start() { //bestimme zugehöriges gameobject unit = this.transform.gameObject; //bestimme klasse der einheit prof = unit.GetComponent<AttributeComponent>().profession; // bestimme health icon hpTexture = unit.GetComponentInParent<PlayerComponent>().teamColor; //bestimme anzuzeigende klasse if (prof == Enums.Prof.Riot) iconToShow = iconRiot; if (prof == Enums.Prof.Soldier) iconToShow = iconSoldier; if (prof == Enums.Prof.Support) iconToShow = iconSupport; // Debug.Log(iconToShow); }
//Legt die Klasse fuer die Einheit fest public void setProf(int i) { prof = (Enums.Prof)i; armory = GameObject.Find("Armory").GetComponent<ArmoryComponent>(); ManagerSystem managersys = (ManagerSystem) FindObjectOfType(typeof(ManagerSystem)); items = this.GetComponent<InventoryComponent>(); GameObject prefab = managersys.policePrefab; model = Instantiate(managersys.policePrefab); model.transform.SetParent(this.transform); model.transform.localPosition = prefab.transform.position; model.transform.localRotation = prefab.transform.rotation; model.transform.localScale = prefab.transform.localScale; anim = (Animator)model.GetComponent(typeof(Animator)); Enums.Stance stance = Enums.Stance.Range1H; profession = (Enums.Prof)i; WeaponHolding weapons = (WeaponHolding)model.GetComponent(typeof(WeaponHolding)); weapons.owner = this.gameObject; if (profession == Enums.Prof.Riot) { stance = Enums.Stance.MeleeRiot; weapons.initializeEquip(armory.p_Stick, armory.p_Riotshield, null, null , stance, Enums.Stance.None); GameObject tmp = weapons.leftHandObjectPrimary; items.primary = tmp.GetComponent<WeaponComponent>(); items.primaryWeaponType = Enums.PrimaryWeapons.Pipe; items.amountTeargas = 4; hp += 20; skills.Add(Enums.Actions.Hit); skills.Add(Enums.Actions.Teargas); items.utility1 = Enums.Equipment.Teargas; } else if (profession == Enums.Prof.Soldier) { stance = Enums.Stance.Range2H; weapons.initializeEquip(armory.p_AssaultRifle, null, null, null, stance, Enums.Stance.None); GameObject tmp = weapons.leftHandObjectPrimary; items.primary = tmp.GetComponent<WeaponComponent>(); items.primaryWeaponType = Enums.PrimaryWeapons.AssaultRifle; items.amountGrenades = 2; hp += 20; skills.Add(Enums.Actions.Shoot); skills.Add(Enums.Actions.Reload); skills.Add(Enums.Actions.Grenade); items.utility1 = Enums.Equipment.Grenade; } else if (profession == Enums.Prof.Support) { stance = Enums.Stance.Range2H; weapons.initializeEquip(armory.p_AssaultRifle, null, armory.p_Pistol, null, stance, Enums.Stance.Range1H); GameObject tmp = weapons.leftHandObjectPrimary; items.primary = tmp.GetComponent<WeaponComponent>(); items.primaryWeaponType = Enums.PrimaryWeapons.AssaultRifle; tmp = weapons.leftHandObjectSecondary; items.secondary = tmp.GetComponent<WeaponComponent>(); items.secondaryWeaponType = Enums.SecondaryWeapons.Pistol; items.amountMediKits = 2; hp += 20; skills.Add(Enums.Actions.Shoot); skills.Add(Enums.Actions.Reload); skills.Add(Enums.Actions.ChangeWeapon); skills.Add(Enums.Actions.Heal); items.utility1 = Enums.Equipment.MediPack; } /* else if (profession == Enums.Prof.HeavyGunner) { GameObject tmp = Instantiate(armory.MG); tmp.transform.SetParent(transform); items.primary = tmp.GetComponent<WeaponComponent>(); items.primaryWeaponType = Enums.PrimaryWeapons.MG; hp += 20; skills.Add(Enums.Actions.Shoot); skills.Add(Enums.Actions.Reload); stance = Enums.Stance.Range2H; } if (profession == Enums.Prof.Sniper) { GameObject tmp = Instantiate(armory.Sniper); tmp.transform.SetParent(transform); items.primary = tmp.GetComponent<WeaponComponent>(); items.primaryWeaponType = Enums.PrimaryWeapons.Sniper; tmp = Instantiate(armory.Pistol); tmp.transform.SetParent(transform); items.secondary = tmp.GetComponent<WeaponComponent>(); items.secondaryWeaponType = Enums.SecondaryWeapons.Pistol; items.amountGrenades = 1; skills.Add(Enums.Actions.Shoot); skills.Add(Enums.Actions.Reload); skills.Add(Enums.Actions.ChangeWeapon); stance = Enums.Stance.Range2H; } * */ anim.SetInteger(animId_iStance, (int)stance); }