//to all public void ReceivePowerUpdate(bool _isPowered) { if (isOrigin) { if (isPowered) { SystemScript _sysScr = sysScr.GetOriginObj().GetComponent <SystemScript> (); _sysScr.UpdatePowerState(false); } else { if (!hScr.IsFullyDamaged) { if (pwrMngr.EnoughPower(fullPwrReq)) { //try power up SystemScript _sysScr = sysScr.GetOriginObj().GetComponent <SystemScript> (); _sysScr.UpdatePowerState(true); } else { Debug.LogError("not enough power"); } } } } else { weaponSysScr.ReceivePowerUpdate(_isPowered); } }
//to all public void ReceivePowerUpdate(bool _isPowered) { if (isOrigin) { if (isPowered) { //tryPowerDown if (pwrMngr.EnoughPower(fullCapacity)) { //Debug.Log ("canPowerDown"); SystemScript _sysScr = sysScr.GetOriginObj().GetComponent <SystemScript> (); _sysScr.UpdatePowerState(false); //(_isPowered); } else { //shut down random system & call ReceivePowerUpdate again //Debug.LogError ("cant shut down! initiating emergency shutdown"); ShutDownRandomSystem(_isPowered); } } else { if (!hScr.IsFullyDamaged) { SystemScript _sysScr = sysScr.GetOriginObj().GetComponent <SystemScript> (); _sysScr.UpdatePowerState(true); //(_isPowered); } } } else { originReactorScr.ReceivePowerUpdate(_isPowered); } }
private void Setup() { sysScr = GetComponent <SystemScript>(); gridPos = sysScr.GridPos; playerID = gridPos.Z; ship = LevelManager.Instance.Ships[playerID].GetComponent <ShipScript>(); pwrMngr = ship.GetComponent <ShipPowerMngr>(); hScr = sysScr.GetOriginObj().GetComponent <HealthScript>(); pwrMngr.PowerSetup(systemType, powerReq); originMedBayScr = GetOriginMedBay(); if (this == originMedBayScr) { isOrigin = true; } //originEngScr.fullPwrReq += powerReq; if (isOrigin) { pwrMngr.AddToSysScrList(systemType, sysScr); StartCoroutine(HealRoutine()); } }
private void Setup() { sysScr = GetComponent <SystemScript>(); gridPos = sysScr.GridPos; playerID = gridPos.Z; ship = LevelManager.Instance.Ships[playerID].GetComponent <ShipScript>(); pwrMngr = ship.GetComponent <ShipPowerMngr>(); hScr = sysScr.GetOriginObj().GetComponent <HealthScript>(); //ship.IncreaseEvasionChance (componentCapacity); pwrMngr.PowerSetup(systemType, powerReq); originTeleporterScr = GetOriginTelScr(); if (this == originTeleporterScr) { isOrigin = true; } originTeleporterScr.fullPwrReq += powerReq; if (isOrigin) { pwrMngr.AddToSysScrList(systemType, sysScr); } RoomScript _room = transform.parent.parent.GetChild(0).GetChild(0).GetComponent <RoomScript>(); room = _room.GetOriginObj().GetComponent <RoomScript>(); }
private void Setup() { sysScr = GetComponent <SystemScript>(); gridPos = sysScr.GridPos; //needs more info... //ship = LevelManager.Instance.Ships [playerID].GetComponent <ShipScript> (); GameObject _ship = transform.parent.parent.parent.parent.gameObject; //ShipScript _shipScr = _ship.GetComponent <ShipScript> (); pwrMngr = _ship.GetComponent <ShipPowerMngr> (); hScr = sysScr.GetOriginObj().GetComponent <HealthScript> (); //Debug.LogError (_ship.transform.childCount); if (_ship.transform.childCount < 7) { //if (_ship.transform.GetChild (7) == null) { //Debug.LogError ("shield stuff called"); GameObject _shield = (GameObject)Instantiate(shield, _ship.transform); shield = _shield; shieldScr = shield.GetComponent <ShieldScript> (); shieldScr.Setup(gridPos.Z); /* * GameObject _field = _ship.transform.GetChild (1).gameObject; * * shield.transform.position = _field.transform.position; * shield.transform.localScale = (_field.transform.localScale * 16 / 1920); * //float _scale = (Screen.width / shield.GetComponent <SpriteRenderer> ().bounds.size.x); * float _scale0 = (_field.transform.localScale.x * 16 / 1920); * float _scale1 = (_field.transform.localScale.y * 16 / 1080); * //shield.transform.localScale = new Vector3 (_scale, _scale, _scale); * * shield.transform.localScale = new Vector3 (_scale0, _scale1); */ } else { //Debug.LogError ("no shield stuff called"); shield = _ship.transform.GetChild(6).gameObject; shieldScr = shield.GetComponent <ShieldScript> (); } //IncreaseShieldCapacity (shieldBoost); pwrMngr.PowerSetup(systemType, powerReq); originShldSys = GetOriginShielSystem(); originShldSys.fullPwrReq += powerReq; if (this == originShldSys) { isOrigin = true; pwrMngr.AddToSysScrList(systemType, sysScr); } }
//to all public void ReceivePowerUpdate(bool _isPowered) { if (isOrigin) { if (isPowered) { SystemScript _sysScr = sysScr.GetOriginObj().GetComponent <SystemScript> (); _sysScr.UpdatePowerState(false); } else { if (!hScr.IsFullyDamaged) { //Debug.Log ("req: " + powerReq); //Debug.Log ("full req: " + originShldSys.fullPwrReq); if (pwrMngr.EnoughPower(fullPwrReq)) { //try power up SystemScript _sysScr = sysScr.GetOriginObj().GetComponent <SystemScript> (); _sysScr.UpdatePowerState(true); //pwrMngr.PowerDistribution (systemType, powerReq, this); //isPowered = true; } else { Debug.Log("not enough power"); } } } } else { originShldSys.ReceivePowerUpdate(_isPowered); } //SystemScript _sysScr = systemScr.GetOriginObj ().GetComponent <SystemScript> (); //_sysScr.UpdatePowerState (_isPowered); }
private void Setup() { sysScr = GetComponent <SystemScript>(); gridPos = sysScr.GridPos; playerID = gridPos.Z; ship = LevelManager.Instance.Ships [playerID].GetComponent <ShipScript> (); pwrMngr = ship.GetComponent <ShipPowerMngr> (); hScr = sysScr.GetOriginObj().GetComponent <HealthScript> (); //ship.IncreaseEvasionChance (componentCapacity); pwrMngr.PowerSetup(systemType, powerReq); originEngScr = GetOriginEngine(); if (this == originEngScr) { isOrigin = true; } originEngScr.fullPwrReq += powerReq; if (isOrigin) { pwrMngr.AddToSysScrList(systemType, sysScr); } /* 220418 * if (NetManager.Instance != null) { * if (playerID == NetManager.Instance.localPlayerID) { * PowerManager.Instance.GetEngine (this); * PowerManager.Instance.UpdateSystemCapacity (systemType, powerReq); * isLocal = true; * } * } */ }
private void Setup() { sysScr = GetComponent <SystemScript> (); gridPos = sysScr.GridPos; playerID = gridPos.Z; ship = LevelManager.Instance.Ships [playerID].GetComponent <ShipScript> (); pwrMngr = ship.GetComponent <ShipPowerMngr> (); hScr = sysScr.GetOriginObj().GetComponent <HealthScript> (); //ship.IncreaseEvasionChance (componentCapacity); pwrMngr.PowerSetup(systemType, powerReq); weaponSysScr = GetOriginWeaponSys(); if (this == weaponSysScr) { isOrigin = true; pwrMngr.AddToSysScrList(systemType, sysScr); } weaponSysScr.fullPwrReq += powerReq; }