//--------------------------------------------------- //---- 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; }
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); }
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()); }