public void LaunchThorpede(MissleSide side, Object beh) { if (side == MissleSide.FRIENDLY) { friendlyInstance = (FriendlySpaceship)beh; misTmp = getFreeThorpede(side); misTmp.gameObject.transform.position = friendlyInstance.MisslesLaunchPoint.transform.position; misTmp.gameObject.transform.eulerAngles = new Vector3(270, friendlyInstance.transform.eulerAngles.y, 0); misTmp.Activate(); misTmp.hideIcon(); misTmp.gameObject.SetActive(true); activeFriendlyThorpedes.Add(misTmp); } if (side == MissleSide.ENEMY) { enemyInstance = (EnemySpaceship)beh; misTmp = getFreeThorpede(side); misTmp.gameObject.transform.position = enemyInstance.MissleLaunchPos.transform.position; misTmp.gameObject.transform.eulerAngles = new Vector3(270, enemyInstance.transform.eulerAngles.y, 0); misTmp.Activate(); misTmp.gameObject.SetActive(true); activeEnemyThorpeds.Add(misTmp); } }
public void createPoolObjects(MissleSide side, MissleType type, int count) { for (i = 0; i < count; i++) { createPoolObjects(side, type); } }
public void LaunchGas(MissleSide side, Object beh) { if (side == MissleSide.FRIENDLY) { friendlyInstance = (FriendlySpaceship)beh; misTmp = getFreeGas(side); misTmp.gameObject.transform.position = friendlyInstance.transform.position; misTmp.gameObject.transform.eulerAngles = new Vector3(270, friendlyInstance.transform.eulerAngles.y, 0); misTmp.Activate(); misTmp.gameObject.SetActive(true); activeFriendlyGasList.Add(misTmp); } if (side == MissleSide.ENEMY) { enemyInstance = (EnemySpaceship)beh; misTmp = getFreeGas(side); misTmp.gameObject.transform.position = enemyInstance.transform.position; misTmp.gameObject.transform.eulerAngles = new Vector3(270, enemyInstance.transform.eulerAngles.y, 0); misTmp.Activate(); misTmp.gameObject.SetActive(true); activeEnemyGasList.Add(misTmp); } }
private MissleBehaviour getFreeThorpede(MissleSide side) { if (side == MissleSide.FRIENDLY) { foreach (MissleBehaviour missle in friendlyThorpeds) { misTmp = missle; break; } friendlyThorpeds.Remove(misTmp); return(misTmp); } if (side == MissleSide.ENEMY) { foreach (MissleBehaviour missle in enemyThorpeds) { misTmp = missle; break; } enemyThorpeds.Remove(misTmp); return(misTmp); } return(null); }
public void LaunchMine(MissleSide side, Object beh) { if(side==MissleSide.FRIENDLY) { friendlyInstance=(FriendlySpaceship) beh; misTmp=getFreeMine(side); misTmp.gameObject.transform.position=friendlyInstance.transform.position; misTmp.gameObject.transform.eulerAngles=new Vector3(270,friendlyInstance.transform.eulerAngles.y,0); misTmp.Activate(); misTmp.gameObject.SetActive(true); activeFriendlyMinesList.Add(misTmp); } if(side==MissleSide.ENEMY) { enemyInstance=(EnemySpaceship) beh; misTmp=getFreeMine(side); misTmp.gameObject.transform.position=enemyInstance.transform.position; misTmp.gameObject.transform.eulerAngles=new Vector3(270,enemyInstance.transform.eulerAngles.y,0); misTmp.Activate(); misTmp.gameObject.SetActive(true); activeEnemyMinesList.Add(misTmp); } }
private MissleBehaviour getFreeThorpede(MissleSide side) { if(side==MissleSide.FRIENDLY) { foreach(MissleBehaviour missle in friendlyThorpeds) { misTmp=missle; break; } friendlyThorpeds.Remove(misTmp); return misTmp; } if(side==MissleSide.ENEMY) { foreach(MissleBehaviour missle in enemyThorpeds) { misTmp=missle; break; } enemyThorpeds.Remove(misTmp); return misTmp; } return null; }
public void createPoolObjects(MissleSide side, MissleType type) { switch(type) { case MissleType.ROCKET: if(side==MissleSide.FRIENDLY) { tmp=(GameObject) GameObject.Instantiate(friendlyRocketPrefab,stackPos,Quaternion.identity); tmp.SetActive(false); friendlyRockets.Add(tmp.GetComponent<MissleBehaviour>()); } else if(side==MissleSide.ENEMY) { tmp=(GameObject) GameObject.Instantiate(enemyRocketPrefab,stackPos,Quaternion.identity); tmp.SetActive(false); enemyRockets.Add(tmp.GetComponent<MissleBehaviour>()); } break; case MissleType.THORPEDE: if(side==MissleSide.FRIENDLY) { tmp=(GameObject) GameObject.Instantiate(friendlyThorpedePrefab,stackPos,Quaternion.identity); tmp.SetActive(false); friendlyThorpeds.Add(tmp.GetComponent<MissleBehaviour>()); } else if(side==MissleSide.ENEMY) { tmp=(GameObject) GameObject.Instantiate(enemyThorpedePrefab,stackPos,Quaternion.identity); tmp.SetActive(false); enemyThorpeds.Add(tmp.GetComponent<MissleBehaviour>()); } break; case MissleType.GAS: tmp=(GameObject) GameObject.Instantiate(gasPrefab,stackPos,Quaternion.identity); tmp.SetActive(false); tmp.GetComponent<MissleBehaviour>().side=side; if(side==MissleSide.FRIENDLY) friendlyGasList.Add(tmp.GetComponent<MissleBehaviour>()); else if(side==MissleSide.ENEMY) enemyGasList.Add(tmp.GetComponent<MissleBehaviour>()); break; case MissleType.MINES: tmp=(GameObject) GameObject.Instantiate(minePrefab,stackPos,Quaternion.identity); tmp.SetActive(false); tmp.GetComponent<MissleBehaviour>().side=side; if(side==MissleSide.FRIENDLY) friendlyMinesList.Add(tmp.GetComponent<MissleBehaviour>()); else if(side==MissleSide.ENEMY) enemyMinesList.Add(tmp.GetComponent<MissleBehaviour>()); break; } }
public void createPoolObjects(MissleSide side, MissleType type, int count) { for(i=0;i<count;i++) createPoolObjects(side,type); }
public void createPoolObjects(MissleSide side, MissleType type) { switch (type) { case MissleType.ROCKET: if (side == MissleSide.FRIENDLY) { tmp = (GameObject)GameObject.Instantiate(friendlyRocketPrefab, stackPos, Quaternion.identity); tmp.SetActive(false); friendlyRockets.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { tmp = (GameObject)GameObject.Instantiate(enemyRocketPrefab, stackPos, Quaternion.identity); tmp.SetActive(false); enemyRockets.Add(tmp.GetComponent <MissleBehaviour>()); } break; case MissleType.THORPEDE: if (side == MissleSide.FRIENDLY) { tmp = (GameObject)GameObject.Instantiate(friendlyThorpedePrefab, stackPos, Quaternion.identity); tmp.SetActive(false); friendlyThorpeds.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { tmp = (GameObject)GameObject.Instantiate(enemyThorpedePrefab, stackPos, Quaternion.identity); tmp.SetActive(false); enemyThorpeds.Add(tmp.GetComponent <MissleBehaviour>()); } break; case MissleType.GAS: tmp = (GameObject)GameObject.Instantiate(gasPrefab, stackPos, Quaternion.identity); tmp.SetActive(false); tmp.GetComponent <MissleBehaviour>().side = side; if (side == MissleSide.FRIENDLY) { friendlyGasList.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { enemyGasList.Add(tmp.GetComponent <MissleBehaviour>()); } break; case MissleType.MINES: tmp = (GameObject)GameObject.Instantiate(minePrefab, stackPos, Quaternion.identity); tmp.SetActive(false); tmp.GetComponent <MissleBehaviour>().side = side; if (side == MissleSide.FRIENDLY) { friendlyMinesList.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { enemyMinesList.Add(tmp.GetComponent <MissleBehaviour>()); } break; } }