private void Awake() { ptp = transform.parent.transform.parent.gameObject.GetComponent <PlayerTankParameter>(); this.shotSpeedMagni = ptp.GetShotSpeedMagni(); this.ableBeBulletNum = ptp.GetShotAbleBulletNum(); tm = this.transform.root.gameObject.GetComponent <TankMovement>(); }
// Update is called once per frame void Update() { m_Timer += Time.deltaTime; GameObject enemyTank = GetEnemyTank(m_TargetTank); if (enemyTank) { transform.position = m_IsAttachedtoTargetTank ? enemyTank.transform.position : Vector3.MoveTowards(transform.position, enemyTank.transform.position, .07f); TankMovement enemyMovement = enemyTank.GetComponent <TankMovement>(); if (m_IsAttachedtoTargetTank) { Attack(ref enemyTank, ref enemyMovement); } else //swarm is moving towards target { ToggleAliensShooting(false); enemyMovement.m_AliensSlowingSpeed = false; } if (m_Timer > m_LifeTime) { enemyMovement.m_AliensSlowingSpeed = false; Destroy(gameObject); } } else { Destroy(gameObject); } }
private void Awake() { // init references movement = GetComponentInParent <TankMovement>(); rb = GetComponentInParent <Rigidbody>(); myGrabber = GetComponentInChildren <Grabber>(); }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent<TankMovement>(); m_Shooting = m_Instance.GetComponent<TankShooting>(); m_Percepts = m_Instance.GetComponent<TankPercepts>(); m_Health = m_Instance.GetComponent<TankHealth>(); m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas>().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = pid; m_Shooting.m_PlayerNumber = pid; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + pid + "</color>"; m_Instance.name = "Tank - Player " + pid; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
protected virtual void Update() { GameManager gameManager = GameManager.s_Instance; if (gameManager != null && gameManager.rulesProcessor != null) { if (gameManager.rulesProcessor.IsEndOfRound()) { m_DisableFire = true; } } if (m_FollowPlayer && !m_HasGotPlayer && gameManager != null) { if (GameManager.s_Tanks.Count > 0) { TankManager tank = GameManager.s_Tanks[0]; m_FollowTransforms.Add(tank.transform); m_TankToFollowMovement = tank.movement; m_PlayerTankIndex = m_FollowTransforms.Count - 1; m_HasGotPlayer = true; } } if (!m_DisableFire) { DoTargeting(); RotateTurret(); RangeCheck(); AssessAndFire(); } }
// Use this for initialization public void SetUp() { MovementScript = ObjectReference.GetComponent <TankMovement>(); ShootScript = ObjectReference.GetComponent <TankShoot>(); NameScript = ObjectReference.GetComponent <PlayerName>(); LineRender = ObjectReference.GetComponent <LineRenderer>(); MovementScript.PlayerNum = PlayerNum; ShootScript.PlayerNum = PlayerNum; NameScript.Name = NameScript.Name + " " + PlayerNum; LineRender.material = PlayerMaterial; // Get all of the renderers of the tank. MeshRenderer[] Renderers = ObjectReference.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < Renderers.Length; i++) { // ... set their material color to the color specific to this tank. if (Renderers[i].name != "MeshText") { Renderers[i].material = PlayerMaterial; } } }
public void Setup() { m_Instance.GetComponent <Collider>().enabled = isPlayer; // Get references to the components. m_movement = m_Instance.GetComponent <TankMovement>(); m_shooting = m_Instance.GetComponent <TankShooting>(); m_health = m_Instance.GetComponent <TankHealth>(); m_propBehavior = m_Instance.GetComponent <TankPropBehavior>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; m_movement.m_avatar = m_avatar; m_shooting.m_isPlayer = isPlayer; m_shooting.m_tankmanager = this; m_propBehavior.m_isPlayer = isPlayer; m_propBehavior.m_tankmanager = this; m_health.SetIDText(m_avatarName); // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent<TankMovement>(); m_Shooting = m_Instance.GetComponent<TankShooting>(); m_Health = m_Instance.GetComponent<TankHealth>(); m_Setup = m_Instance.GetComponent<TankSetup>(); // Get references to the child objects. m_TankRenderers = m_Health.m_TankRenderers; //Set a reference to that amanger in the health script, to disable control when dying m_Health.m_Manager = this; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Movement.m_LocalID = m_LocalPlayerID; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_localID = m_LocalPlayerID; //setup is use for diverse Network Related sync m_Setup.m_Color = m_PlayerColor; m_Setup.m_PlayerName = m_PlayerName; m_Setup.m_PlayerNumber = m_PlayerNumber; m_Setup.m_LocalID = m_LocalPlayerID; }
public float distanceToFlag; //can change to public getter and setters instead public void Setup(Transform spawnPoint, Transform flag, GenerateMaze generateMaze) { //sets random spawn point for tank this.spawnPoint = m_SpawnPoint.position; m_GenerateMaze = generateMaze; m_Movement = m_Instance.GetComponent <TankMovement>(); m_Movement.m_PlayerNumber = teamNumber; m_Shooting = m_Instance.GetComponent <TankShooting>(); m_Shooting.m_PlayerNumber = teamNumber; //UI Healthbar manager m_Health = m_Instance.GetComponent <TankHealth>(); healthCanvas = GameObject.FindGameObjectWithTag("HealthBar" + teamNumber); m_Health.ui_HealthSlider = healthCanvas.GetComponentInChildren <Slider>(); //Kill count Ui manager killCountCanvas = GameObject.FindGameObjectWithTag("KillCount" + teamNumber); killCount = killCountCanvas.GetComponent <Text>(); killCount.text = "KILL COUNT: " + getKillCount().ToString();//Not updating for some reason // Observation m_tankObservation = m_Instance.GetComponent <TankObservation>(); m_tankObservation.SetFlag(flag); m_Instance.GetComponentsInChildren <ScreenshotHandler>()[0].SetScreenshotName($"Player{teamNumber}"); // Player server m_playerServer = new PlayerServer(); m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; if (teamNumber == 1) { m_PlayerColor = Color.red; } else if (teamNumber == 2) { m_PlayerColor = Color.blue; } else //this one shouldn't matter so long as I did the mod operation correctly { m_PlayerColor = Color.black; } m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">TEAM " + teamNumber + "</color>"; //html like text to handle the text colour MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); //gets all mesh renderers in tank prefab //set all renderers in tank's meshrenderers to the player's colour for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
private void Awake() { _movement = gameObject.GetComponent <TankMovement>(); _shooting = gameObject.GetComponent <TankShooting>(); instance = gameObject; Setup(); }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_Health = m_Instance.GetComponent <TankHealth>(); m_Setup = m_Instance.GetComponent <TankSetup>(); // Get references to the child objects. m_TankRenderers = m_Health.m_TankRenderers; //Set a reference to that amanger in the health script, to disable control when dying m_Health.m_Manager = this; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Movement.m_LocalID = m_LocalPlayerID; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_localID = m_LocalPlayerID; //setup is use for diverse Network Related sync m_Setup.m_Color = m_PlayerColor; m_Setup.m_PlayerName = m_PlayerName; m_Setup.m_PlayerNumber = m_PlayerNumber; m_Setup.m_LocalID = m_LocalPlayerID; }
void onPlay(SocketIOEvent socketIOEvent) { string data = socketIOEvent.data.ToString(); UserJSON currentUserData = UserJSON.CreateFromJSON(data); Vector3 position = new Vector3(currentUserData.position [0], currentUserData.position [1], currentUserData.position [2]); Quaternion rotation = Quaternion.Euler(0f, currentUserData.rotation, 0f); Color playerColor; ColorUtility.TryParseHtmlString(currentUserData.playerColor, out playerColor); GameObject p = Instantiate(player, position, rotation) as GameObject; p.name = currentUserData.name; TankShooting shooting = p.GetComponent <TankShooting> (); shooting.isLocalPlayer = true; shooting.playerName = currentUserData.name; TankMovement movement = p.GetComponent <TankMovement> (); movement.isLocalPlayer = true; MeshRenderer[] renderers = p.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = playerColor; } }
public override void Awake() { base.Awake(); TankHealth tankHealth = tankInfo.tankHealth; tankHealth.m_StartingHealth = tankSetting.StartingHealth; tankHealth.m_FullHealthColor = tankSetting.FullHealthColor; tankHealth.m_ZeroHealthColor = tankSetting.ZeroHealthColor; tankHealth.m_ExplosionPrefab = tankSetting.ExplosionPrefab; TankShootingBase tankShooting = tankInfo.tankShooting; tankShooting.m_ChargingClip = tankSetting.ChargingClip; tankShooting.m_FireClip = tankSetting.FireClip; tankShooting.m_MinLaunchForce = tankSetting.MinLaunchForce; tankShooting.m_MaxLaunchForce = tankSetting.MaxLaunchForce; tankShooting.m_MaxChargeTime = tankSetting.MaxChargeTime; tankShooting.delayTime = tankSetting.DelayTime; TankMovement tankMovement = tankInfo.tankMovement; tankMovement.m_Speed = tankSetting.Speed; tankMovement.m_TurnSpeed = tankSetting.TurnSpeed; tankMovement.m_EngineIdling = tankSetting.EngineIdling; tankMovement.m_EngineDriving = tankSetting.EngineDriving; tankMovement.m_PitchRange = tankSetting.PitchRange; }
void OnOtherPlayerConnected(SocketIOEvent socketIOEvent) { print("Someone else joined"); string data = socketIOEvent.data.ToString(); UserJSON userJSON = UserJSON.CreateFromJSON(data); Vector3 position = new Vector3(float.Parse(userJSON.position[0]), float.Parse(userJSON.position[1]), float.Parse(userJSON.position[2])); Quaternion rotation = Quaternion.Euler(float.Parse(userJSON.rotation[0]), float.Parse(userJSON.rotation[1]), float.Parse(userJSON.rotation[2])); GameObject o = GameObject.Find(userJSON.name) as GameObject; if (o != null) { return; } GameObject p = Instantiate(player, position, rotation) as GameObject; // here we are setting up their other fields name and if they are local TankMovement pc = p.GetComponent <TankMovement>(); //Transform t = p.transform.Find("Healthbar Canvas"); //Transform t1 = t.transform.Find("Player Name"); //Text playerName = t1.GetComponent<Text>(); //playerName.text = userJSON.name; pc.isLocalPlayer = false; p.name = userJSON.name; p.transform.Find("HealthCanvas").Find("NameText").GetComponent <Text>().text = userJSON.name; // we also need to set the health Health h = p.GetComponent <Health>(); h.currentHealth = userJSON.health; h.OnChangeHealth(); }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_NetworkHelper = m_Instance.GetComponent <NetworkHelper>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
private void Awake() { m_MovementScript = GetComponent <TankMovement>(); m_ShootingScript = GetComponent <TankShooting>(); m_HealthScript = GetComponent <TankHealth>(); m_RadarScript = GetComponent <TankRadar>(); m_Agent = GetComponent <NavMeshAgent>(); }
private void Start() { if (!OptionManager.isButton) { shotButton.SetActive(false); } tankMovementSc = GameObject.FindGameObjectWithTag("Player").GetComponent <TankMovement>(); }
private void Awake() { m_tankMovement = GetComponent <TankMovement>(); m_tankTurret = GetComponent <TankTurret>(); m_cannon = GetComponent <CannonWeapon>(); m_currentHp = m_maxHp; }
// Use this for initialization void Start() { TankMovement pc = GetComponent <TankMovement>(); isLocalPlayer = pc.isLocalPlayer; explosionSound = GameObject.Find("explosionSound").GetComponent <AudioSource>(); }
private BoxCollider m_Collider; // Used so that the tank doesn't collide with anything when it's dead. private void Awake() { m_Collider = GetComponent <BoxCollider>(); m_gameManager = FindObjectOfType <GameManager>(); m_TankMovement = GetComponent <TankMovement>(); m_TankSetup = GetComponent <TankSetup>(); OnCurrentHealthChanged(m_StartingHealth); }
// Start is called before the first frame update void Awake() { dead = false; regenerating = false; energyMax = energy; playerCollider = GameObject.FindGameObjectWithTag("Player").GetComponent <BoxCollider2D>(); moveScript = GetComponent <TankMovement>(); }
void OnTriggerEnter(Collider col) { TankMovement tankCol = col.transform.GetComponent <TankMovement>(); if (tankCol != null) { tankCol.ReFuel(); } }
/// <summary> /// Gives the player bonus movespeed and turn speed; /// </summary> private void BonusSpeed() { TankMovement tm = _rb.GetComponent <TankMovement>(); tm.m_Speed += _speedAdd; tm.m_TurnSpeed += _turnAdd; Destroy(gameObject); }
void Awake() { _playerAudio = GetComponent <AudioSource>(); _movement = GetComponent <TankMovement>(); _gun = GetComponentInChildren <TimedGun>(); health = startingHealth; _startingHealthIconColour = healthIcon.color; }
public void Init(TankMovement movement, Material material) { _movement = movement; m_TankRenderers[0].material = material; var materials = m_TankRenderers[1].materials; materials[1] = material; m_TankRenderers[1].materials = materials; }
// Use this for initialization void Start() { cameraFollow = GameObject.FindObjectOfType <Camera>().GetComponent <CameraFollow>(); UpdateCameraTrack(); renderer = gameObject.GetComponent <SpriteRenderer>(); tankMovement = gameObject.GetComponent <TankMovement>(); weaponSystem = gameObject.GetComponent <TankWeaponSystem>(); SetParameter(0, BLU); }
void OnCollisionEnter(Collision target) { if (target.gameObject.tag == "Player") { tm = target.gameObject.GetComponent <TankMovement>(); tm.nitro = true; tm.speed = 20f; } }
private void Start() { // The fire axis is based on the player number. m_FireButton = "Fire" + (m_localID + 1); // The rate that the launch force charges up is the range of possible forces by the max charge time. m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime; tankMovement = gameObject.GetComponent <TankMovement> (); }
//This method is called during setup, and subscribes all the HUD's listener methods to the local player's tank public void InitHudPlayer(TankManager playerTank) { m_TankManager = playerTank; m_Movement = m_TankManager.movement; m_TankManager.onPickupCollected += OnPickupTextChanged; m_TankManager.onCurrencyChanged += UpdatePickUpCurrency; SetHudEnabled(false); }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement>(); m_Shooting = m_Instance.GetComponent <TankShooting>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; // Atribuindo a cor escolhida pelo usuário ao tank // Verifica se o jogador 1 já teve cor atribuida // Se sim, atribui a cor para o 2° player if (1 == m_PlayerNumber) { ColorUtility.TryParseHtmlString("#" + PlayerPrefs.GetString("Player1"), out m_PlayerColor); } else { ColorUtility.TryParseHtmlString("#" + PlayerPrefs.GetString("Player2"), out m_PlayerColor); } // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; Color botColorref = RandomColorGenerator(); if (m_Instance.layer == LayerMask.NameToLayer("Players")) { // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGBA(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; } else { // Create a string using the correct color that says 'Bot 1' etc based on the tank's color and the Bot's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGBA(botColorref) + ">Bot " + m_PlayerNumber + "</color>"; } // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. if (m_Instance.layer == LayerMask.NameToLayer("Players")) { renderers[i].material.color = m_PlayerColor; } else { renderers[i].material.color = botColorref; } } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { tm = other.gameObject.GetComponent <TankMovement>(); tm.SpeedUp(2f); Destroy(gameObject); GameObject effect = (GameObject)Instantiate(effectPrefab, transform.position, Quaternion.identity); Destroy(effect, 0.7f); } }
private void Awake() { TankMovement movement = GetComponent <TankMovement> (); isLocalPlayer = movement.isLocalPlayer; m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent <ParticleSystem>(); m_ExplosionAudio = m_ExplosionParticles.GetComponent <AudioSource>(); m_ExplosionParticles.gameObject.SetActive(false); }
private void Attack(ref GameObject enemyTank, ref TankMovement enemyMovement) { m_AttackTimer += Time.deltaTime; ToggleAliensShooting(true); enemyMovement.m_AliensSlowingSpeed = true; if (!transform.GetChild(0).GetComponent<Light>().enabled) { Transform endLight = transform.GetChild(0); endLight.GetComponent<Light>().enabled = true; } if (m_AttackTimer > m_AttackInterval) { m_AttackTimer = 0.0f; enemyTank.GetComponent<TankHealth>().TakeDamage(m_Damage); } }
public void Setup(){ m_Movement = m_Instance.GetComponent<TankMovement>(); m_Shooting = m_Instance.GetComponent<TankShooting>(); 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; } }
public TankEffect m_Effect; // Reference to tank's movement script, used to disable and enable control. public void Setup(int type) { // Get references to the components. m_Movement = m_Instance.GetComponent<TankMovement>(); m_Shooting = m_Instance.GetComponent<TankShooting>(); m_Health = m_Instance.GetComponent<TankHealth>(); m_Effect = m_Instance.GetComponent<TankEffect>(); // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_Health.m_PlayerNumber = m_PlayerNumber; m_Effect.m_PlayerNumber = m_PlayerNumber; m_Movement.m_PlayerType = type; m_Shooting.m_PlayerType = type; m_Health.m_PlayerType = type; m_Effect.m_PlayerType = type; if (m_PlayerNumber == 1 || m_PlayerNumber == 2) { m_Shooting.m_CurrentFireDame = 1; m_Shooting.m_CurrentFireSpeed = 25; m_Movement.m_Speed = 12; } else { if (m_Movement.m_PlayerType == 0)//normal { m_Shooting.m_CurrentFireDame = 1; m_Shooting.m_CurrentFireSpeed = 25; m_Movement.m_Speed = 10; } else if (m_Movement.m_PlayerType == 1)//fast { m_Shooting.m_CurrentFireDame = 1; m_Shooting.m_CurrentFireSpeed = 30; m_Movement.m_Speed = 14; } else if (m_Movement.m_PlayerType == 2)//power { m_Shooting.m_CurrentFireDame = 1; m_Shooting.m_CurrentFireSpeed = 35; m_Movement.m_Speed = 12; } else if (m_Movement.m_PlayerType == 3)//armo { m_Shooting.m_CurrentFireDame = 1; m_Shooting.m_CurrentFireSpeed = 30; m_Movement.m_Speed = 8; } } m_Health.m_CurrentLive = 3; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. if (m_PlayerNumber != 0) { m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; } else { m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(Color.grey) + ">ENEMY</color>"; } // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. if (m_PlayerNumber == 1 || m_PlayerNumber == 2) renderers[i].material.color = m_PlayerColor; else if (m_Shooting.m_PlayerType != 1) renderers[i].material.color = Color.grey; } m_Effect.initEffect(this); if (m_PlayerNumber == 1 || m_PlayerNumber == 2) { m_Shooting.m_Star = GameObject.Instantiate(GameManager.m_Instancce.m_StarFrefab, m_Health.transform.position, Quaternion.identity) as GameObject; m_Shooting.m_Star.transform.position = new Vector3(m_Shooting.m_Star.transform.position.x, 2, m_Shooting.m_Star.transform.position.z); m_Shooting.m_Star.transform.parent = m_Health.transform; if (m_PlayerNumber == 1) m_Shooting.InitNewStar(GameManager.m_TanksStarSave[0]); else m_Shooting.InitNewStar(GameManager.m_TanksStarSave[1]); } //if (!SoundEngine.m_isSoundEnable) // { // m_Movement.m_MovementAudio.enabled = false; // } // else // m_Movement.m_MovementAudio.enabled = true; }
public void SetMovementScipt(TankMovement m_Movement) { this.m_Movement = m_Movement; }