// Es sollte niemals mehr als ein Spieler in der Scene sein!
 private void Update()
 {
     // Gebe die Movements an Behaviour weiter
     behaviour.ShipInput(new Vector3(movment.seitwaerts, 0.0f, 0.0f), new Vector3(movment.mousePitch, movment.mouseYaw, movment.rollen));
     if (isPlayer)
     {
         playerShip = this;
     }
 }
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    IEnumerator Explode()
    {
        // Remove the exploding ship
        Destroy(enemyShip);
        explosion.SetActive(true);
        for (int i = 0; i < friendShip.Count; i++)
        {
            friendShip[i].transform.GetChild(0).gameObject.SetActive(false);
            ShipMovment shipMovement = friendShip[i].GetComponent <ShipMovment>();
            if (shipMovement != null)
            {
                friendShip[i].GetComponent <ShipMovment>().enabled = true;
                friendShip[i].GetComponent <Ship>().enabled        = false;
            }
        }

        yield return(new WaitForSeconds(10f));

        Destroy(explosion);
    }
 void Awake()
 {
     ship = GetComponent <ShipMovment>();
     myT  = transform;
 }
Esempio n. 4
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 void Awake()
 {
     rbody = GetComponent <Rigidbody>();
     ship  = GetComponent <ShipMovment>();
 }