void PulseSegment(GameObject segment) { BrightFadeInGeneric fader = segment.GetComponent <BrightFadeInGeneric>(); if (fader.enabled == false) { fader.enabled = true; } }
public override void ServerAndClientJoinedGame() { base.ServerAndClientJoinedGame(); gameUnitState.SetTransforms(gameUnitState.transform, transform); if (typeof(ITurretedUnitState).IsAssignableFrom(gameUnitState.GetType())) { var s = entity.GetState <ITurretedUnitState>(); //TODO: this won't work for more than 1 weapon foreach (var weapon in Weapons()) { if (weapon.turretObjX != null) { s.SetTransforms(s.turretXTransform, weapon.turretObjX.transform); } if (weapon.turretObjY != null) { s.SetTransforms(s.turretYTransform, weapon.turretObjY.transform); } } } playerCommands = new List <Bolt.Event>(); SetupWeapons(); SetupSmokeDamage(); SetupDeathExplosion(); if (player != null) { if (shouldAddToPlayerUnits) { player.units.Add(this); } if (isPlayerPainted) { //App.shared.Log("player.Paint()", this); player.Paint(gameObject); } } PlayBirthSound(); PlayRunningSound(); if (fadeInPeriod != 0f) { //BrightFadeIn comp = gameObject.AddComponent<BrightFadeIn>(); BrightFadeInGeneric comp = gameObject.AddComponent <BrightFadeInGeneric>(); comp.period = fadeInPeriod; } serverAndClientJoinedGame = true; if (veteranLevel > 0) { ShowVeteranLevel(); } }