/// <summary> /// Spawns the minion in the provided position /// </summary> /// <param name="_pTransform"></param> public void Spawn(Transform _pTransform, GameManager.Lane _pLane) { transform.position = _pTransform.position; transform.rotation = _pTransform.rotation; lane = _pLane; health = _maxHealth - ((tag == "PlayerTeam")? 1f : 0f); isAlive = true; gameObject.SetActive(true); _renderer.sharedMaterial = (tag == "PlayerTeam") ? _friendly : _enemy; // TODO: Play some animation _agent.enabled = true; _body.isKinematic = true; Direct(GameManager.instance.NextTower(tag, lane).GetGameObject().transform.position); }
private void MoveRight() { switch (targetLane) { case GameManager.Lane.LEFT: targetLane = GameManager.Lane.MIDDLE; break; case GameManager.Lane.MIDDLE: targetLane = GameManager.Lane.RIGHT; break; case GameManager.Lane.RIGHT: //Player is already on the right lane break; } }
/// <summary> /// Spawns the player bot in the provided position /// </summary> /// <param name="_pTransform"></param> public void Spawn(Transform _pTransform, GameManager.Lane _pLane) { _agent.enabled = false; transform.position = _pTransform.position; transform.rotation = _pTransform.rotation; health = _maxHealth; isAlive = true; gameObject.SetActive(true); // TODO: Play some animation _agent.enabled = true; _leftTrack = KeyCode.Q; _rightTrack = KeyCode.P; _reverse = KeyCode.W; _shoot = KeyCode.O; _leftTrackImage.rectTransform.anchoredPosition = _keyImagePos[_leftTrack]; _reverseImage.rectTransform.anchoredPosition = _keyImagePos[_reverse]; _shootImage.rectTransform.anchoredPosition = _keyImagePos[_shoot]; _rightTrackImage.rectTransform.anchoredPosition = _keyImagePos[_rightTrack]; }
private void Awake() { _anim = GetComponent <Animator>(); targetLane = GameManager.Lane.MIDDLE; }