public Search(Ship inShip, Vector3 bPos) { ship = inShip; fleetManager = ship.manager; beacon = GameObject.Instantiate(Resources.Load("Ai Objects/SearchBeacon")) as GameObject; beacon.name = "Beacon_Flee_" + ship.gameObject.name; //Debug.Log(beacon.name); //beaconScript = beacon.GetComponent<BeaconScript>(); //beaconScript.SetOwner(ship); //RenewBeacon(); beacon.transform.position = bPos; ship.SetTargetTransform(beacon.transform); }
public Search(Ship inShip) { ship = inShip; fleetManager = ship.manager; beacon = GameObject.Instantiate(Resources.Load("Ai Objects/SearchBeacon")) as GameObject; beacon.name = "Beacon_Flee_" + ship.gameObject.name; //Debug.Log(beacon.name); beaconScript = beacon.GetComponent<BeaconScript>(); beaconScript.SetOwner(ship); RenewBeacon(); ship.SetTargetTransform(beacon.transform); if(ship.photonView.isMine) ship.photonView.RPC("SearchRPC", PhotonTargets.Others, beacon.transform.position); //Debug.Log("Beacon / Search Initialized"); }
public TeamEngage(Ship inShip) { ship = inShip; leader = inShip.getFleetLeader(); if (ship != leader) ship.SetTargetTransform(leader.GetTarget()); predictTarget = new PositionPrediction(inShip); if (leader.target == null) { LeaderChecks(); } if(ship.photonView.isMine && leader.target != null) { RandomPsuedoUpVector(); ship.photonView.RPC("TeamEngageRPC", PhotonTargets.Others, psuedoUpVector, ship.fleetLeader.target.GetComponent<PhotonView>().viewID); } }