public void SetEmpire(Empire empire) { selectableComponent.SetColor(empire.GetColor()); selectableComponent.UpdateName(empire.GetName() + " Fleet"); selectableComponent.SetShown(true); this.empire = empire; }
private void Start() { agentMovementController.onReachedTarget += OnReachTarget; select.UpdateName(agentName); select.SetScale(0.06f); select.SetShown(true); }
private void Start() { SelectableComponent selectableComponent = GetComponentInChildren <SelectableComponent>(); selectableComponent.UpdateName("PlayerBase"); selectableComponent.SetScale(0.06f); selectableComponent.SetShown(true); }
private void Awake() { movementController = GetComponent <MovementController>(); movementController.onReachedSystem += OnReachedSystem; movementController.onLeaveSystem += OnLeaveSystem; movementController.SetInternalMovementOnly(false); selectableComponent = GetComponentInChildren <SelectableComponent>(); selectableComponent.UpdateName("Fleet"); selectableComponent.SetScale(0.04f); }
public void Start() { m_universe = FindObjectOfType <Universe>(); m_universe.onDayChanged += ProcessDayChange; SelectableComponent select = GetComponentInChildren <SelectableComponent>(); select.UpdateName(m_name); select.SetUnitSelectorText("0"); select.SetScale(0.06f); select.SetShown(true); name = m_name; FindNearbySystems(); outline.SetActive(false); }
private void Awake() { units = new List <Unit>(); selectableComponent = GetComponentInChildren <SelectableComponent>(); selectableComponent.UpdateName(armyName); selectableComponent.SetScale(0.04f); meshRenderer = GetComponentInChildren <MeshRenderer>(); capsuleCollider = GetComponentInChildren <CapsuleCollider>(); movementController = GetComponent <MovementController>(); movementController.onReachedSystem += OnReachedSystem; movementController.onLeaveSystem += OnLeaveSystem; if (movementController.GetSystemLocation()) { movementController.GetSystemLocation().AddArmy(this); } movementController.SetBlocking(true); SetArmyStatus(armyStatus); }