Esempio n. 1
0
        public void AssembleUnit(UnitAsset asset, bool gotoIdling, bool gotoAlive)
        {
            //has been spawned by asset
            if (!asset)
            {
                Debug.Log("no asset supplied to builder");
            }
            m_state    = UnitStateType.none;
            m_asset    = asset;
            m_isPlayer = m_asset.IsPlayer();
            m_faction  = m_asset.Faction();

            GetComponents();
            AssembleSubComponents();

            SetNewUnitState(UnitStateType.assembled);

            if (gotoIdling || gotoAlive)
            {
                SetNewUnitState(UnitStateType.idling);
            }
            if (gotoAlive)
            {
                SetNewUnitState(UnitStateType.alive);
            }
        }
Esempio n. 2
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 public void AssembleCollisions(UnitStateType state, UnitAsset asset, UnitBuilder builder, Rigidbody rb, BoxCollider collider)
 {
     m_asset    = asset;
     m_state    = state;
     m_builder  = builder;
     m_rb       = rb;
     m_collider = collider;
 }
Esempio n. 3
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        public void AssembleBrain(UnitStateType state, UnitMotor motor, UnitAsset asset)
        {
            m_state = state;
            m_motor = motor;
            m_asset = asset;

            m_isPlayer        = m_asset.IsPlayer();
            m_terrainVars     = m_asset.TerrainVars();
            m_targetIndicator = m_asset.TargetIndicator();
            m_currentTurn     = 0f;
        }
Esempio n. 4
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        public void AssembleMotor(UnitStateType state, UnitAsset asset, Rigidbody rb, UnitAnimation animation)
        {
            m_state = state;
            m_asset = asset;

            m_speed     = m_asset.Speed();
            m_rotSpeed  = m_asset.RotSpeed();
            m_altitude  = m_asset.Altitude();
            m_rb        = rb;
            m_animation = animation;
        }
Esempio n. 5
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        public void AssembleAnimation(UnitStateType state, UnitAsset asset)
        {
            m_asset         = asset;
            m_state         = state;
            m_pool          = m_asset.ObjectPoolAsset();
            m_deathFX       = m_asset.DeathFX();
            m_collisionFX   = m_asset.CollisionFX();
            m_camShakeEvent = m_asset.CamShakeEvent();
            m_motorSFX      = m_asset.MotorSFX();

            m_mesh = m_asset.AddMeshToUnit(transform);
        }
Esempio n. 6
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        public void AssembleHealth(UnitStateType state, UnitAsset asset, UnitBuilder builder, UnitAnimation animation)
        {
            m_asset     = asset;
            m_state     = state;
            m_builder   = builder;
            m_animation = animation;

            m_isPlayer = m_asset.IsPlayer();
            m_pool     = m_asset.ObjectPoolAsset();
            m_faction  = m_asset.Faction();

            m_playerHealthChangeEvent = m_asset.UnitHealthChangeEvent();
            m_playerDeathEvent        = m_asset.UnitDeathEvent();
        }