//---------------------------------------------------


    //---- Bullet specific functions -----------------
    // The approach with bullets is the expectation that it might by many at the same time,
    //  so objects when created or deleted is handling so the list just adds and removes at the end,
    public void Bullet_RequestBulletSpawn(Vector3 spawnPos, Vector3 moveDirection, GameMain.PlayerInfo owner)
    {
        ObjectBulletMain bullet = Instantiate(Prefab_ObjectBullet, Vector3.zero, Quaternion.identity).GetComponent <ObjectBulletMain>();

        bullet.Init(spawnPos, moveDirection, m_List_ObjectsBullets.Count, owner);
        m_List_ObjectsBullets.Add(bullet);
    }
 public void Init(Vector3 spawnPos, Vector3 moveDirection, int listId, GameMain.PlayerInfo owner)
 {
     m_BulletsListId          = listId;
     transform.position       = spawnPos;
     m_MoveDirection          = moveDirection;
     m_PlayerInfo_BulletOwner = owner;
 }
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    public void Init(GameMain.PlayerInfo playerInfo, GameObject parentObj)
    {
        m_PlayerInfo = playerInfo;
        m_Text_PlayerName_Display.gameObject.SetActive(true);
        m_Text_PlayerName_Display.text = m_PlayerInfo.name;
        m_InputField_PlayerName.gameObject.SetActive(false);

        playerInfo.spawnPosition = Camera.main.ScreenToWorldPoint(transform.position) + SHIP_POSITION_OFFSET;
        //transform.position = Camera.main.ScreenToWorldPoint(new Vector3(playerInfo.position.x, playerInfo.position.y, 0.0f));
        //transform.SetParent(parentObj.transform);

        AssignKeys(playerInfo.upKey, playerInfo.downKey, playerInfo.leftKey, playerInfo.rightKey);
    }
Esempio n. 4
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    public void Init(GameMain.PlayerInfo playerInfoToSynchWith, int maxScore)
    {
        SetWinnerTextActivation(false);
        m_PlayerInfo_ScoreHolder = playerInfoToSynchWith;
        m_Text_PlayerName.text   = m_PlayerInfo_ScoreHolder.name;
        m_MaxScore = maxScore;

        m_Image_ColorIndicator.color = m_PlayerInfo_ScoreHolder.color * 0.5f;
        m_Image_ScoreBar.color       = m_PlayerInfo_ScoreHolder.color;

        m_ScoreBarMaxWidth = m_RectTransform_ScoreBar.sizeDelta.x;

        SetScore(m_PlayerInfo_ScoreHolder.GetScore(), m_PlayerInfo_ScoreHolder.GetScore_PreviousRound());
    }