public void Setup() { // Get references to the child objects. m_TankRenderers = m_Instance.transform.Find("TankRenderers").gameObject; m_HealthCanvas = m_Instance.transform.Find("HealthCanvas").gameObject; m_AimCanvas = m_Instance.transform.Find("AimCanvas").gameObject; m_LeftDustTrail = m_Instance.transform.Find("LeftDustTrail").gameObject; m_RightDustTrail = m_Instance.transform.Find("RightDustTrail").gameObject; // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_Health = m_Instance.GetComponent <TankHealth> (); m_Collider = m_Instance.GetComponent <BoxCollider> (); // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Get all of the renderers of the tank. Renderer[] renderers = m_TankRenderers.GetComponentsInChildren <Renderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
void Start() { _navAgent = GetComponent <NavMeshAgent>(); _tMovement = gameObject.GetComponent <Complete.TankMovement>(); _tShooting = gameObject.GetComponent <Complete.TankShooting>(); if (gameObject.CompareTag("Player1")) { if (GameObject.FindGameObjectWithTag("Player2") != null) { _enemyTank = GameObject.FindGameObjectWithTag("Player2"); } else { //Debug.Log("No Object with tag 'Player2'"); } } else { if (GameObject.FindGameObjectWithTag("Player1") != null) { _enemyTank = GameObject.FindGameObjectWithTag("Player1"); } else { //Debug.Log("No Object with tag 'Player1'"); } } InitializeTank(); }
void Awake() { tankShooting = GetComponent <Complete.TankShooting> (); tankHealth = GetComponent <Complete.TankHealth> (); navMeshAgent = GetComponent <NavMeshAgent> (); recoveryDisabled = false; }
void UpdateTarget() { float shortestDistance = Mathf.Infinity; GameObject nearestEnemy = null; foreach (GameObject e in _enemy) { float distanceToEnemy = Vector3.Distance(transform.position, e.transform.position); Complete.TankShooting t = e.gameObject.GetComponent <Complete.TankShooting>(); if (t != null) { if (distanceToEnemy < shortestDistance && playerNumber != e.GetComponent <Complete.TankShooting>().m_PlayerNumber) { shortestDistance = distanceToEnemy; nearestEnemy = e; } } } if (nearestEnemy != null && shortestDistance <= range && target != nearestEnemy.transform) { target = nearestEnemy.transform; reloadAudio.Play(); } else if (shortestDistance > range) { target = null; } }
public void SetupPlayerTank(CameraControl cameraControl) { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } // This is the player tank, so focus the camera on it. var sfc = cameraControl.GetComponent <SimpleFollowCamera>(); if (sfc != null) { sfc.followTarget = m_Instance.transform; } }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent<TankMovement> (); m_Shooting = m_Instance.GetComponent<TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; string tank = "PLAYER[" + m_PlayerNumber + "]"; TankAI tankAI = m_Instance.GetComponent<TankAI>(); if (tankAI) tank = tankAI.tankName + "[" + m_PlayerNumber + "]"; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + "> "+ tank + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; m_NameText = m_Instance.GetComponentInChildren <Text>(); // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
void Awake() { tankMover = GetComponent<TankMovement>(); tankNav = GetComponent<TankNavigation>(); tankSensor = GetComponentInChildren<TankSensor>(); tankShooter = GetComponent<TankShooting>(); tankHealth = GetComponent<TankHealth>(); Reset(); }
///</TankHealt> ///<TankShooting> void Serialize(NetworkWriter _writer, Complete.TankShooting shot) { _writer.Write(shot.m_LastLaunchForce); _writer.Write(shot.m_CurrentLaunchForce); _writer.Write(shot.m_Fired); if (shot.m_Fired) { _writer.Write(shot.m_FireTransform.position); _writer.Write(shot.m_FireTransform.rotation); } }
public override void InitializeAgent() { tankMovement = GetComponent <TankMovement>(); tankShooting = GetComponent <TankShooting>(); base.InitializeAgent(); agentRb = GetComponent <Rigidbody>(); Monitor.verticalOffset = 1f; //myArea = area.GetComponent<BananaArea>(); rayPer = GetComponent <RayPerception>(); //myAcademy = myAcademyObj.GetComponent<BananaAcademy>(); }
public void SetupPlayerTank() { m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); }
public void SetupAI(List <Transform> wayPointList) { m_StateController = m_Instance.GetComponent <StateController> (); m_StateController.SetupAI(true, wayPointList); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_Shooting.m_PlayerNumber = m_PlayerNumber; m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); }
protected abstract void SetName(); // all AI's should set their name - please use Unity forum name protected void Awake() { SetName(); tankMover = GetComponent <TankMovement>(); tankNav = GetComponent <TankNavigation>(); tankSensor = GetComponentInChildren <TankSensor>(); tankShooter = GetComponent <TankShooting>(); tankHealth = GetComponent <TankHealth>(); Reset(); }
public void Start() { tankMover = GetComponent<TankMovement>(); tankNav = GetComponent<NavMeshAgent>(); tankSensor = GetComponentInChildren<TankSensor>(); tankShooter = GetComponent<TankShooting>(); tankHealth = GetComponent<TankHealth>(); moveToMarker.SetParent(null); Reset(); }
// Start behaviour tree private void Start() { m_Movement = GetComponent <TankMovement> (); m_Shooting = GetComponent <TankShooting> (); tree = CreateBehaviourTree(); blackboard = tree.Blackboard; #if UNITY_EDITOR Debugger debugger = (Debugger)this.gameObject.AddComponent(typeof(Debugger)); debugger.BehaviorTree = tree; #endif tree.Start(); }
void Deserialize(NetworkReader _reader, Complete.TankShooting shot) { float lastLaunchForce = _reader.ReadSingle(); shot.m_CurrentLaunchForce = _reader.ReadSingle(); if (_reader.ReadBoolean() && lastLaunchForce != shot.m_LastLaunchForce) { shot.m_FireTransform.position = _reader.ReadVector3(); shot.m_FireTransform.rotation = _reader.ReadQuaternion(); shot.m_CurrentLaunchForce = lastLaunchForce; shot.Fire(); shot.m_Fired = false; } }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round void Start() { // Get references to the components m_Movement = GetComponent <TankMovement> (); m_Shooting = GetComponent <TankShooting> (); m_CanvasGameObject = GetComponentInChildren <Canvas> ().gameObject; Label = gameObject.transform.GetChild(5).GetChild(0).GetComponent <Text>(); // Get all of the renderers of the tank MeshRenderer[] renderers = GetComponentsInChildren <MeshRenderer> (); FindObjectOfType <GameManager>().m_Tanks.Add(this); }
// Start behaviour tree private void Start() { Debug.Log("Initialising AI player " + m_PlayerNumber); m_Movement = GetComponent <TankMovement> (); m_Shooting = GetComponent <TankShooting> (); m_Health = GetComponent <TankHealth>(); tree = CreateBehaviourTree(); blackboard = tree.Blackboard; #if UNITY_EDITOR Debugger debugger = (Debugger)this.gameObject.AddComponent(typeof(Debugger)); debugger.BehaviorTree = tree; #endif tree.Start(); }
public void SetupAITurret() { m_StateController = m_Instance.GetComponent <StateController>(); m_StateController.SetupAITurret(true); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_Shooting.m_PlayerNumber = m_EnemyTurretNumber; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_EnemyTurretColor; } }
public void Setup() { ToggleSounds(false); _movement = _instance.GetComponent <TankMovement>(); _shooting = _instance.GetComponent <TankShooting>(); _health = _instance.GetComponent <TankHealth>(); _explosion = _instance.GetComponent <ShellExplosion>(); _canvasGameObject = _instance.GetComponentInChildren <Canvas>().gameObject; _movement._playerNumber = _playerNumber; _shooting._playerNumber = _playerNumber; MeshRenderer[] renderers = _instance.GetComponentsInChildren <MeshRenderer>(); renderers.ToList().ForEach(x => x.material.color = _playerColor); }
public void SetupPlayerTank() { m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_Health = m_Instance.GetComponent <TankHealth>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; m_TankName = m_Instance.AddComponent <TankName>(); // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Movement.m_LoaclId = m_LocalPlayerId; m_Movement.isLocalPlayer = isLocalPlayer; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_LoaclId = m_LocalPlayerId; m_Shooting.isLocalPlayer = isLocalPlayer; m_Health.isLocalPlayer = isLocalPlayer; m_Instance.name = "Player-" + m_LocalPlayerId; m_TankName.playerName = m_Instance.name; if (isLocalPlayer) { //Camera.main.GetComponent<CameraFollow>().player = m_Instance.transform; m_Shooting.ShootEvent += M_Shooting_ShootEvent; m_Health.HealthEvent += M_Health_HealthEvent; } // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + "> " + m_Instance.name + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); //Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
private void SpawnAllTanks() { // For all the tanks... for (int i = 0; i < m_Tanks.Length; i++) { // ... create them, set their player number and references needed for control. m_Tanks[i].m_Instance = Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject; TankShooting tankShooting = m_Tanks[i].m_Instance.GetComponent <TankShooting>(); m_Tanks[i].m_PlayerNumber = i + 1; (m_Tanks[i].m_Instance.GetComponent <GravityMass>()).Attractor = this.Ground; (tankShooting.m_Shell.GetComponent <GravityMass>()).Attractor = this.Ground; // Abandoned: Code for calculating the speed necessary to put a shot in a uniform circular orbit //float shotRadius = (this.Ground.transform.lossyScale.y / 2.0f + tankShooting.m_FireTransform.position.y); //// tankShooting.m_MaxLaunchForce = shotRadius * Mathf.Sqrt(-this.Ground.Gravity / Mathf.Pow(shotRadius, 3)); //tankShooting.m_MaxLaunchForce = shotRadius / 2; m_Tanks[i].Setup(); } }
public void SetupAI(List <Transform> wayPointList) { m_StateController = m_Instance.GetComponent <StateController> (); m_StateController.SetupAI(true, wayPointList); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_Shooting.m_PlayerNumber = m_PlayerNumber; m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
void setupTank(Transform tank, float patateColor, int num) { MeshRenderer[] renderers = tank.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... Color color = Color.HSVToRGB(patateColor, patateColor, patateColor); for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = color; } Complete.TankMovement mvt = tank.GetComponent <Complete.TankMovement>(); Complete.TankShooting sht = tank.GetComponent <Complete.TankShooting>(); // Set the player numbers to be consistent across the scripts. mvt.m_PlayerNumber = num; sht.m_PlayerNumber = num; }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_Health = m_Instance.GetComponent <TankHealth> (); m_Colour = m_Instance.GetComponent <TankColour> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Colour.m_PlayerNumber = m_PlayerNumber; m_Colour.m_HUDIcon = m_HUDIcon; m_Health.m_Slider = m_HUDSlider; m_Health.m_anim = m_anim; SetColour(m_PlayerColor); }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup () { // Get references to the components. m_Movement = m_Instance.GetComponent<TankMovement> (); m_Shooting = m_Instance.GetComponent<TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. //m_Movement.m_PlayerNumber = m_PlayerNumber; //m_Shooting.m_PlayerNumber = m_PlayerNumber; // Get all of the renderers of the bot. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this bot. renderers[i].material.color = m_BotColor; } }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = color; } }
public void SetupAI(List <Transform> wayPointList) { m_StateController = m_Instance.GetComponent <StateController>(); m_StateController.SetupAI(true, wayPointList); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_Shooting.m_PlayerNumber = m_EnemyNumber; m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; //m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_EnemyColor; } }
// Update is called once per frame void Update() { if (target == null) { return; } man.SetDestination(target.position); if (Vector3.Distance(target.position, transform.position) > 20) { return; } count = count + 1; if (count < 10) { return; } count = 0; Ray ray = new Ray(transform.position, target.position); RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit)) { Debug.Log(hit.transform.gameObject.name); if (!(hit.transform.gameObject.name == target.gameObject.name)) { return; } } Complete.TankShooting mono = gameObject.GetComponent <Complete.TankShooting> (); Rigidbody shellInstance = Instantiate(mono.m_Shell, mono.m_FireTransform.position, mono.m_FireTransform.rotation) as Rigidbody; shellInstance.velocity = mono.m_MinLaunchForce * mono.m_FireTransform.forward; mono.m_ShootingAudio.clip = mono.m_FireClip; mono.m_ShootingAudio.Play(); }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup(Transform[] checkpoints) { // Reset the laps and his value in the UI dial m_Laps = 0; m_LapDial.text = string.Empty; // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_Compass = m_Instance.GetComponent <TankCompass>(); m_TankStatus = m_Instance.GetComponent <TankStatus>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Compass.m_PlayerNumber = m_PlayerNumber; m_TankStatus.m_PlayerNumber = m_PlayerNumber; //Set the player colors for the UI m_Compass.m_PlayerColor = m_PlayerColor; m_TankStatus.m_PlayerColor = m_PlayerColor; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } //Set all the checkpoints to be reached m_Compass.SetCheckpoints(checkpoints); }
private GameObject m_CanvasGameObject; // 显示蓄力的箭头UI public void Setup() { // 通过物体获取组件 m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; // 设置坦克的编号,用来区分不同的移动和开火键 // 一个带有颜色的字符串用来显示文字,颜色和坦克的颜色一样 m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + "</color>"; // 获取坦克的子物体身上的渲染组件 MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); // 遍历所有取得的子物体的渲染组件 for (int i = 0; i < renderers.Length; i++) { // 给它的子物体的材质赋指定颜色 renderers[i].material.color = m_PlayerColor; } }
private void SpawnAllTanks() { // For all the tanks... for (int i = 0; i < m_Tanks.Length; i++) { var ran = Random.Range(0, 180); var rot = Quaternion.Euler(0, ran, 0); // ... create them, set their player number and references needed for control. m_Tanks[i].m_Instance = Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, rot) as GameObject; m_Tanks[i].m_Instance.transform.localRotation = rot; m_Tanks[i].m_PlayerNumber = i + 1; m_Tanks[i].Setup(); } var instance = m_Tanks[0].m_Instance; m_Player1Movement = instance.GetComponent <TankMovement>(); m_Player1Shooting = instance.GetComponent <TankShooting>(); m_Player1Health = instance.GetComponent <TankHealth>(); }
void Awake() { tankShooting = GetComponent <Complete.TankShooting> (); navMeshAgent = GetComponent <NavMeshAgent> (); }