// 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; } }
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; }
void Awake() { rbody = GetComponent <Rigidbody>(); ship = GetComponent <ShipMovment>(); }