// Use this for initialization void Start() { if ((pawn = GetComponentInParent<SoldierPawn> ()) != null) { team = pawn.team; } else if ((cadaver = GetComponentInParent<Cadaver>()) != null) { team = cadaver.team; } }
// Use this for initialization void Start() { if ((pawn = GetComponentInParent <SoldierPawn> ()) != null) { team = pawn.team; } else if ((cadaver = GetComponentInParent <Cadaver>()) != null) { team = cadaver.team; } }
void Spawn() { for (int y = 0; y < numberRange; y++) { float num2 = Random.Range(0, range); Vector3 pos2 = RandomCircle(this.transform.localPosition, num2); GameObject s = Instantiate(prefab, pos2, this.transform.localRotation) as GameObject; SoldierPawn p = s.GetComponent <SoldierPawn>(); soldierList.Add(s); } foreach (GameObject obj in soldierList) { SoldierController s = obj.GetComponent <SoldierController>(); soldierComponentList.Add(s); } }
public SoldierPawn hasLinedColleague() { float closest; SoldierPawn closestColleague = null; if (colleagues.Count <= 0) { return(null); } closest = Vector3.Distance(transform.position, colleagues [0].transform.position); foreach (SoldierPawn colleague in colleagues) { if (colleague.isLined && Vector3.Distance(transform.position, colleague.transform.position) < closest) { closestColleague = colleague; closest = Vector3.Distance(transform.position, colleague.transform.position); } } return(closestColleague); }
void Start() { soldierPawn = GetComponent<SoldierPawn> (); }
void Start() { soldierPawn = GetComponent <SoldierPawn> (); }
// Use this for initialization void Start() { pawnOwner = GetComponent<SoldierPawn> (); }
// Use this for initialization void Start() { pawnOwner = GetComponent <SoldierPawn> (); }