public Ship(Captain captain, int maxNumberOfPeople, Wheel wheel, Sails sails) { _captain = captain; _maxNumberOfPeople = maxNumberOfPeople; _wheel = wheel; _sails = sails; }
public Caravel_Sails(CaravelInterface newShip) : base(newShip) { //currently uses new keyword, but because Plating is a unity MonoBehavior, throws console a warning (not sure how to fix) Sails newSails = new Sails(); newSails.AddSails(); }
/// <summary> /// Konstruktor. Lädt die angegebene Datei. /// </summary> /// <param name="filename">Die zu ladende Datei.</param> public ShipFile(string filename) : this() { // Datei laden RAMBuffer buffer = new RAMBuffer(filename); // Namen lesen Name = buffer.ReadString(buffer.ReadInteger()); // Rumpf-SLP lesen if (buffer.ReadByte() == 1) { BaseSlp = new SLPFile(buffer); } // Schatten-SLP lesen if (buffer.ReadByte() == 1) { ShadowSlp = new SLPFile(buffer); } // Segel lesen int sailCount = buffer.ReadByte(); for (int i = 0; i < sailCount; ++i) { // Lesen Sail.SailType currType = (Sail.SailType)buffer.ReadByte(); Sail currSail = new Sail(buffer); Sails.Add(currType, currSail); } // Invertierte Segeltypen lesen int invSailCount = buffer.ReadByte(); for (int i = 0; i < invSailCount; ++i) { InvertedSails.Add((Sail.SailType)buffer.ReadByte()); } // 0 -> 0, 10 -> 0, 20 -> 10, 30 -> 10, 40 -> 20, 50 -> 20, 60 -> 30, 70 -> 30, 80 -> 40 /*func(Sail.SailType.MainGo, Civ.AS, Properties.Resources.MainGo_AS); * func(Sail.SailType.MainGo, Civ.IN, Properties.Resources.MainGo_IN); * func(Sail.SailType.MainGo, Civ.ME, Properties.Resources.MainGo_ME); * func(Sail.SailType.MainGo, Civ.OR, Properties.Resources.MainGo_OR); * func(Sail.SailType.MainGo, Civ.WE, Properties.Resources.MainGo_WE); * func(Sail.SailType.MainStop, Civ.AS, Properties.Resources.MainStop_AS); * func(Sail.SailType.MainStop, Civ.IN, Properties.Resources.MainStop_IN); * func(Sail.SailType.MainStop, Civ.ME, Properties.Resources.MainStop_ME); * func(Sail.SailType.MainStop, Civ.OR, Properties.Resources.MainStop_OR); * func(Sail.SailType.MainStop, Civ.WE, Properties.Resources.MainStop_WE); * * Save(Path.Combine(Path.GetDirectoryName(filename), Path.GetFileNameWithoutExtension(filename) + "_converted.ship"));*/ }
void Awake() { sails = GetComponentInChildren <Sails> (); rudder = GetComponentInChildren <Rudder> (); physics = GetComponentInChildren <BoatPhysics>(); rigidBody = GetComponent <Rigidbody> (); weapons = GetComponentInChildren <ShipWeapons>(); destination = transform.position; speedModifier = 1f; }
// Use this for initialization void Start() { rigidBody = GetComponent <Rigidbody>(); submergedTris = new List <TriangleData>(); originalMesh = bodyMesh.mesh; angularDrag = rigidBody.angularDrag; rigidBody.centerOfMass = centerOfMass; sails = GetComponentInChildren <Sails>(); rudder = GetComponentInChildren <Rudder>(); SetupMeshData(originalMesh); }
void Start() { rudder = GetComponentInChildren <Rudder>(); sails = GetComponentInChildren <Sails>(); weapons = GetComponent <ShipWeapons>(); }
public void SetSailsDown(Sails sails) { Console.WriteLine("Set Sails down"); }
public void SetSailsUp(Sails sails) { Console.WriteLine("Set Sails up"); }
void Start() { hull = GetComponent<Hull>(); turrets = GetComponent<Turrets>(); sails = GetComponent<Sails>(); }