//ToDo: Make it so that the control scheme can be changed by the player. void Awake() { //Attaching scripts and objects. data = gameObject.GetComponent <TankData>(); move = gameObject.GetComponent <TankMove>(); attack = gameObject.GetComponent <TankAttack>(); }
void Awake() { tf = GetComponent <Transform>(); move = GetComponent <TankMove>(); attack = GetComponent <TankAttack>(); life = GetComponent <TankLife>(); //Removed Reverse Speed and just divided the speed //by 3 when moving backwards, I would have to completely //change Move and IController to keep and use the reverse //variable. tankForwardSpeed = 5; tankRotateSpeed = 100; tankMaxLife = 100; tankCurrentLife = 100; tankArmor = 5; tankGunDamage = 6; tankGunAmmoMax = 100; tankGunAmmoCurrent = 100; tankCannonDamage = 40; tankCannonAmmoMax = 10; tankCannonAmmoCurrent = 10; tankCannonFireR = 3; lives = 3; tankScore = 0; }
private void Awake() { //Tank의 GameObject의 하위에있는 모든 Models의 MeshRenderer 컴포넌트를 추출한 후 배열에 할당합니다. renderers = GetComponentsInChildren <MeshRenderer>(); _tankMove = GetComponent <TankMove>(); playerTr = GetComponent <Transform>(); _rigid = GetComponent <Rigidbody>(); //pv = GetComponent<PhotonView>(); //pv.synchronization = ViewSynchronization.UnreliableOnChange; //pv.ObservedComponents[1] = this; //현재 생명치를 초기 생명치로 초기화합니다. currentHp = initHp; //Tank 폴발시 생성시킬 폴발효과를 로드합니다. expEffect = Resources.Load <GameObject>("PlasmaExplosionEffect"); //Filled 이미지 색상을 녹색으로 설정합니다. hpBar.color = Color.green; pv = GetComponent <PhotonView>(); playerId = pv.ownerId; //pv.synchronization = ViewSynchronization.UnreliableOnChange; //0번째는 TankMove로 설정되어있습니다. //pv.ObservedComponents[1] = this; }
void Start() { control = GetComponent <AIControl>(); data = GetComponent <TankData>(); move = GetComponent <TankMove>(); attack = GetComponent <TankAttack>(); tf = GetComponent <Transform>(); }
private void Awake() { tankData = GetComponent <TankData>(); tankAttack = GetComponent <TankAttack>(); tankLife = GetComponent <TankLife>(); tankMove = GetComponent <TankMove>(); currentState = AIStates.Camp; }
void Awake() { //Attaching scripts and objects. data = GetComponent <TankData>(); move = GetComponent <TankMove>(); tf = GetComponent <Transform>(); control = GetComponent <AIControl>(); }
void Awake() { //'this.gameObject.' is not required, but it leaves //very little to the imagination as to what the //reference is for. Here we attach those variables //to these scripts so that they will interact. tf = this.gameObject.GetComponent <Transform>(); move = this.gameObject.GetComponent <TankMove>(); attack = this.gameObject.GetComponent <TankAttack>(); life = this.gameObject.GetComponent <TankLife>(); }
void Start() { hitPoint = GetComponent<HitPoint>(); tankMove = GetComponent<TankMove>(); fireCannon = GetComponent<FireCannon>(); zoomImage = GameObject.Find("ZoomImage"); respawn = GameObject.Find("Respawn").GetComponent<Text>(); respawnTextTime = GameObject.Find("RespawnTime").GetComponent<Text>(); if (pv.isMine) { Camera.main.GetComponent<SmoothCam>().target = camPivot; //메인 카메라에 추가된 스크립트에 추적 대상을 연결 } }
public void Setup() { m_Movement = m_Instance.GetComponent <TankMove> (); m_Shooting = m_Instance.GetComponent <TankShoot> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers [i].material.color = m_PlayerColor; } }
void Start() { //Attaching scripts and objects. move = GetComponent <TankMove>(); data = GetComponent <TankData>(); attack = GetComponent <TankAttack>(); tf = GetComponent <Transform>(); color = GetComponent <MeshRenderer>().material; //Creating a way to randomly add personalities to the AI. identity = (Identity)Random.Range(0, System.Enum.GetNames(typeof(Identity)).Length); loopType = LoopType.PingPong; //When the identity is selected, pull the appropriate Script from Unity. switch (identity) { case Identity.Aggro: gameObject.AddComponent <AggroIdentity>(); color.color = Color.red; break; case Identity.Guard: gameObject.AddComponent <GuardIdentity>(); color.color = Color.white; break; case Identity.Sniper: gameObject.AddComponent <SniperIdentity>(); color.color = Color.yellow; break; case Identity.Coward: gameObject.AddComponent <CowardIdentity>(); color.color = Color.black; break; } foreach (GameObject waypointGo in GameManager.instance.waypoints) { waypoints.Add(waypointGo.transform); } }
void Start() { //Attaching scripts and objects. data = GetComponent <TankData>(); attack = GetComponent <TankAttack>(); move = GetComponent <TankMove>(); control = GetComponent <AIControl>(); tf = GetComponent <Transform>(); //Setting some variables. currentWaypoint = 0; closeEnough = 1.0f; patrolForward = true; hearingdistance = 25f; FOVangle = 45.0f; inSightAngle = 10.0f; healthRegen = 10; restTime = 5; }