예제 #1
0
    /// <summary>
    /// Spawn the player according to the pointed position.
    /// </summary>
    private void SpawnPlayers()
    {
        BF_GameSettings bfgs = BF_GameSettings.instance;

        BF_Player[] bfPlayers = bfgs.CHARACTERS_IN_GAME;

        for (int index = 0; index < bfgs.CHARACTERS_IN_TEAM; ++index)
        {
            if (mSpawnPos[index] == null)
            {
                JCS_Debug.LogReminder("No Spawn position references, plz check the transform in the array");
                break;
            }

            if (bfPlayers[index] == null)
            {
                JCS_Debug.LogError("Character you want to spawn does not exist");
                break;
            }

            // Spawn the player, and get the
            // player we just spawned, in order
            // to set facing.
            BF_Player bfp = (BF_Player)JCS_Utility.SpawnGameObject(
                bfPlayers[index],
                mSpawnPos[index].transform.position);

            // set the starting faceing
            bfp.TurnFace(mSpawnPos[index].Facing);

            // Set player in the order layer (scene layer).
            JCS_OrderLayerObject jcsolo = bfp.GetComponent <JCS_OrderLayerObject>();
            JCS_2DDynamicSceneManager.instance.SetObjectParentToOrderLayerByOrderLayerIndex(ref jcsolo, mOrderLayer);
        }
    }
예제 #2
0
    /* Setter & Getter */

    /* Functions */

    private void Awake()
    {
        mShootAction = this.GetComponent <JCS_ShootAction>();
        mBFPlayer    = this.GetComponent <BF_Player>();
    }
예제 #3
0
    /* Setter & Getter */

    /* Functions */

    private void Awake()
    {
        mDetectAreaAction = this.GetComponentInParent <JCS_DetectAreaAction>();
        mShootAction      = this.GetComponentInParent <JCS_ShootAction>();
        mBFPlayer         = this.GetComponentInParent <BF_Player>();
    }