// Start is called before the first frame update void Start() { ray = new Ray(transform.position, Player.Instance.transform.position); wallLayer = LayerMask.GetMask("Wall"); floorTileLayer = LayerMask.GetMask("FloorTile"); lastHit = new List <GameObject>(); cameraController = GetComponent <MSCameraController>(); cameraController.cameras[0].rotationType = MSACC_CameraType.TipoRotac.Orbital; }
/// <summary> /// Switches between controllable ships. /// </summary> private void ChangeShip() { //Keeping track of the position in the list of ships. if (_shipId < _shipsAvailable.Count - 1) { _shipId++; } else { _shipId = 0; } //Turning off previous selected ship. if (_ship != null) { _selectedShip = _ship.GetComponent <Ship>(); _selectedShip.LightsEnable(false); _selectedShip.isSelected = false; } //Assigning the new selected ship. _ship = _shipsAvailable[_shipId]; _rigidbody = _ship.GetComponent <Rigidbody>(); if (_cameraController != null) { _cameraController.enabled = false; } _cameraController = _ship.GetComponent <MSCameraController>(); _cameraController.enabled = true; _selectedShip = _ship.GetComponent <Ship>(); _selectedShip.LightsEnable(true); lightsOn = true; //Assigning the ship's variables to local variables and updating the UI accordingly. AssignShipData(_selectedShip); UpdateUI(); }
// Start is called before the first frame update void Start() { _controller = GetComponent <MSCameraController>(); }