Esempio n. 1
0
    // Called by child collider when hit player tank
    public void Assemble(TetrisTank tank)
    {
        if (!assembled)
        {
            assembled = true;
            m_fallingLogic.enabled = false;

            // activate weapon coroutine

            var tankRigidBody = tank.gameObject.GetComponent <Rigidbody>();

            int         numChildren = transform.childCount;
            Transform[] childBlocks = new Transform[numChildren];
            for (int i = 0; i < numChildren; i++)
            {
                childBlocks[i] = transform.GetChild(i);
                //childBlocks[i].SendMessage("TransformToTankBlock");
                childBlocks[i].GetComponent <TetrisBlock>().TransformToTankBlock(tankRigidBody);
            }

            tank.UpdateCenterOfMass(childBlocks);

            Destroy(gameObject);
        }
    }
Esempio n. 2
0
    // Called by child collider when hit player tank
    public void Assemble(TetrisTank tank)
    {
        if (!assembled)
        {
            assembled = true;
            //m_fallingLogic.enabled = false;


            // fit to tank grid system
            tank.SnapToGrid(transform);


            /////////////////
            var tankRigidBody = tank.gameObject.GetComponent <Rigidbody2D>();


            tank.UpdateCenterOfMass(childBlocks);
            tank.BuildConnection(childBlocks, assembleHitBlockId);


            for (int i = 0; i < childBlocks.Length; i++)
            {
                // activate weapon coroutine
                childBlocks[i].TransformToTankBlock(tankRigidBody);
            }

            Destroy(gameObject);
        }
    }