// Use this for initialization void Start() { _bs = this.GetComponentInParent <Bigship> (); _turrets = this.GetComponentsInChildren <Turret> (); _faction = _bs._faction; foreach (Turret turret in _turrets) { turret._faction = _bs._faction; } }
public void Init(BattleCenter bc, Bigship owner = null) { _aiController.CenterOfBattle = bc; _living = true; if (owner != null) { _owner = owner; _faction = owner._faction; } else { _faction = Faction.ALLY; } }
public virtual void Initialize(BattleCenter battleCenter, Bigship _owner) { targetNavWaypoint = new List <GameObject> (); possibleTargets = new List <Killable> (); target = null; targetTransform = null; // for demo only - i've varied the sensitivity and speed so that they react/behave differently // in a game situation, where you want to target the other enemies, you'll have to // set the speed to the same as the player to make it work, unless you provide the player // with controls to change speed. actualSensitivity = Random.Range(actualSensitivity - .2f, actualSensitivity + .2f); originalSensitivity = actualSensitivity; speed = Random.Range(speed - 5f, speed + 5f); targetLight.enabled = false; this.battleCenter = battleCenter; this._owner = _owner; CreateField(); }