public void Update() { if (mustReveal && attachedPointer == null) { attachedPointer = GameManager.Instance.sceneController.dynamicHud.pointerManagerUI.CreateNewPointer(gameObject.transform, 5); } }
public UIEntityPointer CreateNewPointer(Transform target, float shipSpeed) { GameObject prefab = GameManager.Instance.gameSettings.UiPointerControllerPrefab; UIEntityPointer pointer = Instantiate(prefab, this.transform).GetComponent <UIEntityPointer>(); //Debug.Log(cam + " + " + canvasTransform); pointer.Init(shipSpeed, GameManager.Instance.sceneController.sceneCamera, canvasTransform, target, this); entityPointers.Add(pointer); return(pointer); }
public override void Init(SpawnManager spawner, TeamColor team) { base.Init(spawner, team); this.spawner = spawner; this.teamColor = team; //Get singleton controllers GameManager gameaManager = GameManager.Instance; GameSettings gameSettings = GameManager.Instance.gameSettings; SceneController sceneController = gameaManager.sceneController; if (enemyState == null) { enemyState = this.gameObject.AddComponent <AIStateManager>(); } avoidanceSystem = this.GetComponent <AvoidanceSystem>(); //Initialise audio system audioSystem = this.GetComponent <VesselAudioSystem>(); audioSystem.Init(EntityType.AiComputer); //Initialise Stat Handler VesselShipStats vesselStats = gameSettings.vesselStats.Where(x => x.type == vesselSelection).First(); BaseStats enemyStats = vesselStats.baseShipStats; statHandler = new StatHandler(enemyStats, EntityType.AiComputer, this); //Initialises the movement systems AIMovementController movementController = this.GetComponent <AIMovementController>(); movementController.Init(vesselStats); // Initialise health system AIHealthSystem healthSystem = this.GetComponent <AIHealthSystem>(); healthSystem.Init(statHandler); //Set weapon systems and state SetWeaponSystems(vesselStats, sceneController); SetState <AIPursuit>(); //Returns pointer UI attachedPointer = GameManager.Instance.sceneController.dynamicHud.pointerManagerUI.CreateNewPointer(gameObject.transform, vesselStats.speed); }
public void RemoveFromList(UIEntityPointer pointer) { entityPointers.Remove(pointer); }