Esempio n. 1
0
        public T SpawnPlayerFor <T>(PrefabSelector <T, SpawnPrefabs> selector, Vector3 position, Quaternion rotation, GameObjectInitializer <T> initializer, GameObject player)
            where T : Component
        {
            var prefab     = selector(prefabs);
            T   gameObject = GameObject.Instantiate(prefab, position, rotation);

            initializer(gameObject);
            NetworkServer.SpawnWithClientAuthority(gameObject.gameObject, player);
            return(gameObject);
        }
Esempio n. 2
0
    void Start()
    {
        if (m_owningPlayer.playerNumber == 0)
        {
            m_constructableTowerSegments.Add(m_winTowerSegmentPrefabPlayer0);
        }
        else
        {
            m_constructableTowerSegments.Add(m_winTowerSegmentPrefabPlayer1);
        }

        m_prefabSelector = GetComponentInChildren <PrefabSelector>();
        foreach (TowerSegment segment in m_constructableTowerSegments)
        {
            m_prefabSelector.AddSelection(segment);
        }
    }
Esempio n. 3
0
    void Start()
    {
        PrefabSelector objects = GetComponent <PrefabSelector>();
        EnemySelector  enemies = GetComponent <EnemySelector>();

        for (int i = 0; i < prefabSpawn; i++)
        {
            float   testX    = Random.Range(-24 + transform.position.x, 24 + transform.position.x);
            int     useX     = Mathf.RoundToInt(testX);
            float   testZ    = Random.Range(-24 + transform.position.z, 24 + transform.position.z);
            int     useZ     = Mathf.RoundToInt(testZ);
            Vector3 testSpot = new Vector3(useX, 0, useZ);
            if (CheckSpots(testSpot))
            {
                GameObject addMe = Instantiate(objects.givePrefab(), testSpot, Quaternion.identity) as GameObject;
                addMe.transform.parent = transform;
                TakeSpots.Add(testSpot);
            }
        }
        for (int i = 0; i < enemySpawn; i++)
        {
            float   testX    = Random.Range(-24 + transform.position.x, 24 + transform.position.x);
            int     useX     = Mathf.RoundToInt(testX);
            float   testZ    = Random.Range(-24 + transform.position.z, 24 + transform.position.z);
            int     useZ     = Mathf.RoundToInt(testZ);
            Vector3 testSpot = new Vector3(useX, 0, useZ);
            if (CheckEnemySpots(testSpot))
            {
                GameObject addMe = Instantiate(enemies.givePrefab(), testSpot, Quaternion.identity) as GameObject;
                addMe.transform.parent = transform;
                TakeSpots.Add(testSpot);
            }
            else
            {
                i--;
            }
        }
    }
Esempio n. 4
0
 public T GetPrefab <T>(PrefabSelector <T, SpawnPrefabs> selector)
     where T : Component
 {
     return(selector(prefabs));
 }