public static BubbleHud createBubbleHud(Player p_) { GameObject go = new GameObject(); MeshRenderer mr = go.AddComponent <MeshRenderer>(); mr.castShadows = false; mr.receiveShadows = false; go.AddComponent <MeshFilter>(); BubbleHud bh = go.AddComponent <BubbleHud>(); Material mat = Resources.Load("Materials/BubbleNumber") as Material; mr.material = mat; go.name = "HUD"; go.transform.parent = p_.transform; go.transform.localScale = new Vector3(2.0f, 2.5f, 2.5f); return(bh); }
public bool init() { //< for bt debug base.Init(); this.SetIdFlag(1); transform.localRotation = Quaternion.Euler(0, currentOrientation, 0); // find turret and barrel Transform turretTransform = null; for(int i = 0; i < transform.childCount; ++i) { Transform child = transform.GetChild(i); if(child.name == "Turret") { turretTransform = child; for(int k = 0; k < turretTransform.transform.childCount; ++k) { Transform childOfTurret = turretTransform.GetChild(k); if(childOfTurret.name == "FirePoint") { firePoint = childOfTurret; break; } //< } } else if(child.name == "Anchor") { anchorNode = child; } } if(turretTransform != null) { turretCtrl = new TurretController(); turretCtrl.turret = turretTransform; } anchorNode.transform.DetachChildren(); GameObject flagPrefab = null; if(force == eGameForce.RED_FORCE) flagPrefab = Resources.Load("Prefabs/ForceFlagRed") as GameObject; else flagPrefab = Resources.Load("Prefabs/ForceFlagBlue") as GameObject; GameObject flagInstance = GameObject.Instantiate(flagPrefab) as GameObject; flagInstance.transform.parent = anchorNode; flagInstance.transform.localPosition = Vector3.zero; flagInstance.transform.localRotation = Quaternion.identity; meshTable = new Hashtable(); gatherMeshes(); if(behaviorTree.Length > 0) { btloadResult = btload(behaviorTree, true); if(btloadResult) btsetcurrent(behaviorTree); else Debug.LogError("Behavior tree data load failed! " + behaviorTree); } bubbleHud = BubbleHud.createBubbleHud(this); //< todo: trick int life = playerLifeCount; playerLifeCount = life; targetToMove = transform.localPosition; gameScore = calcGameScore(); return true; }
public bool init() { //< for bt debug base.Init(); this.SetIdFlag(1); transform.localRotation = Quaternion.Euler(0, currentOrientation, 0); // find turret and barrel Transform turretTransform = null; for (int i = 0; i < transform.childCount; ++i) { Transform child = transform.GetChild(i); if (child.name == "Turret") { turretTransform = child; for (int k = 0; k < turretTransform.transform.childCount; ++k) { Transform childOfTurret = turretTransform.GetChild(k); if (childOfTurret.name == "FirePoint") { firePoint = childOfTurret; break; } //< } } else if (child.name == "Anchor") { anchorNode = child; } } if (turretTransform != null) { turretCtrl = new TurretController(); turretCtrl.turret = turretTransform; } anchorNode.transform.DetachChildren(); GameObject flagPrefab = null; if (force == eGameForce.RED_FORCE) { flagPrefab = Resources.Load("Prefabs/ForceFlagRed") as GameObject; } else { flagPrefab = Resources.Load("Prefabs/ForceFlagBlue") as GameObject; } GameObject flagInstance = GameObject.Instantiate(flagPrefab) as GameObject; flagInstance.transform.parent = anchorNode; flagInstance.transform.localPosition = Vector3.zero; flagInstance.transform.localRotation = Quaternion.identity; meshTable = new Hashtable(); gatherMeshes(); if (behaviorTree.Length > 0) { btloadResult = btload(behaviorTree, true); if (btloadResult) { btsetcurrent(behaviorTree); } else { Debug.LogError("Behavior tree data load failed! " + behaviorTree); } } bubbleHud = BubbleHud.createBubbleHud(this); //< todo: trick int life = playerLifeCount; playerLifeCount = life; targetToMove = transform.localPosition; gameScore = calcGameScore(); return(true); }