コード例 #1
0
 public void Update()
 {
     if (mustReveal && attachedPointer == null)
     {
         attachedPointer = GameManager.Instance.sceneController.dynamicHud.pointerManagerUI.CreateNewPointer(gameObject.transform, 5);
     }
 }
コード例 #2
0
    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);
    }
コード例 #3
0
    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);
    }
コード例 #4
0
 public void RemoveFromList(UIEntityPointer pointer)
 {
     entityPointers.Remove(pointer);
 }