private void Start()
        {
            ownerTankAgent = owner.GetComponent <TankAgent>();

            // If it isn't destroyed by then, destroy the shell after it's lifetime.
            Destroy(gameObject, m_MaxLifeTime);
        }
Esempio n. 2
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        private void Start()
        {
            tankAgent = GetComponent <TankAgent>();

            // The fire axis is based on the player number.
            m_FireButton = "Fire" + m_PlayerNumber;

            // The rate that the launch force charges up is the range of possible forces by the max charge time.
            m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
        }
Esempio n. 3
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        private bool m_Dead;                                // Has the tank been reduced beyond zero health yet?


        private void Awake()
        {
            tankAgent = GetComponent <TankAgent>();

            // Instantiate the explosion prefab and get a reference to the particle system on it.
            m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent <ParticleSystem>();

            // Get a reference to the audio source on the instantiated prefab.
            m_ExplosionAudio = m_ExplosionParticles.GetComponent <AudioSource>();

            // Disable the prefab so it can be activated when it's required.
            m_ExplosionParticles.gameObject.SetActive(false);
        }