Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        GlobalController = GameObject.Find ("globalController").GetComponent<scr_GlobalController>();

        for(int i = 0; i < Cooldowns.Length; ++i)
        {
            Cooldowns[i] = 0;
        }
    }
Esempio n. 2
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    private Transform NextPos = null; // referencia na poziciu bodu, ku ktoremu ma ist

    #endregion Fields

    #region Methods

    void OnTriggerEnter(Collider other)
    {
        switch (other.gameObject.tag)
        {
            case "checkpoint": NextPos = other.gameObject.GetComponent<scr_Checkpoint>().NextPos;		// vyberie referenciu na poziciu nasledujuceho bodu
                               break;
            case "tower": NextPos = other.gameObject.GetComponent<scr_Tower>().NextPosAfterTowerDeath;		// vyberie referenciu na poziciu dalsieho bodu po zniceni veze
                          break;
            case "spawn": scr_Spawn otherSpawnScript = other.gameObject.GetComponent<scr_Spawn>();		// referencia na skript spawnu
                          NextPos = otherSpawnScript.NextPos[otherSpawnScript.Route];		// vyberie referenciu na poziciu prveho CP
                          Route = otherSpawnScript.Route;			// ulozi si cislo cesty, po ktorej bude chodit
                          otherSpawnScript.Route = (short) ((otherSpawnScript.Route + 1) % otherSpawnScript.NextPos.Length);	// inkrementacia cisla cesty a modulo pocet ciest, modifikacia pre dalsie spawnute instancie

                          if( (GlobalController == null) && (UnitType != unitTypes.none) )		// ziskanie referencie na skript globalneho objektu a nastavenie zivota jednotke
                          {
                          	  GlobalController = otherSpawnScript.GlobalController.GetComponent<scr_GlobalController>();		// skript globalneho objektu
                          	  Life = /*GlobalController*/otherSpawnScript.GlobalController.GetComponent<scr_GlobalController>().UnitUpgrades[(int) UnitType][(int) unitData.maxHP];
                          }
                          break;
            case "finish": Destroy(gameObject);
                           break;
        }
    }