protected void Initialize() { //Create the collection particle system. Collection = Instantiate(Collection) as ParticleSystem; //Cache values myTransform = transform; Rdbdy = GetComponent <Rigidbody>(); //Set things in place for the first time. connectorcontroller = GetComponent <CannonConnector>(); connectorcontroller.SetHost(gameObject); // set the reference to the cannon position CannonConnectorPos connectorPos = this.gameObject.GetComponentInChildren <CannonConnectorPos>(); if (connectorPos) { this.cannonConnectorPos = connectorPos; } //Get the trail renderer. trail = GetComponent <TrailRenderer>(); //trail.enabled = false; //Store the original drag originalDrag = StartingDrag; //Update the position of the shield. if (DefenseUnitSlot) { DefenseUnitSlot.transform.position = transform.position; DefenseUnitSlot.transform.parent = transform; } if (Collection) { Collection.transform.position = transform.position; Collection.transform.parent = transform; } if (BallCollection) { BallCollection = Instantiate(BallCollection) as ParticleSystem; } if (OverheatEffect) { OverheatEffect = Instantiate(OverheatEffect) as ParticleSystem; //OverheatEffect.transform.localPosition = Vector3.zero; OverheatEffect.transform.position = transform.position; OverheatEffect.transform.parent = transform; } if (CaptureBallEffect) { CaptureBallEffect = Instantiate(CaptureBallEffect) as ParticleSystem; CaptureBallEffect.transform.localPosition = Vector3.zero; } if (BlockEffect) { BlockEffect = Instantiate(BlockEffect) as ParticleSystem; BlockEffect.transform.position = transform.position; BlockEffect.transform.parent = transform; } if (ShieldPushEffect) { ShieldPushEffect = Instantiate(ShieldPushEffect) as ParticleSystem; ShieldPushEffect.transform.parent = transform; ShieldPushEffect.transform.localPosition = Vector3.zero; } if (DeflectEffect) { DeflectEffect = Instantiate(DeflectEffect) as ParticleSystem; DeflectEffect.transform.parent = transform; DeflectEffect.transform.localPosition = Vector3.zero; } if (EmptyShatterEffect) { EmptyShatterEffect = Instantiate(EmptyShatterEffect) as ParticleSystem; EmptyShatterEffect.transform.parent = transform; EmptyShatterEffect.transform.localPosition = Vector3.zero; } if (OverheatWarningEffect) { OverheatWarningEffect = Instantiate(OverheatWarningEffect) as ParticleSystem; OverheatWarningEffect.transform.parent = transform; OverheatWarningEffect.transform.localPosition = Vector3.zero; } if (ShatterEffect) { ShatterEffect = Instantiate(ShatterEffect) as ParticleSystem; ShatterEffect.transform.localPosition = Vector3.zero; } if (WallCollideParticleEffectPreb) { WallCollideParticleEffect = Instantiate(WallCollideParticleEffectPreb) as ParticleSystem; WallCollideParticleEffect.transform.parent = transform; WallCollideParticleEffect.transform.localPosition = Vector3.zero; WallCollideParticleEffect.transform.rotation = transform.rotation; WallCollideParticleEffect.transform.localRotation = Quaternion.identity; // WallCollideParticleEffect.gameObject.SetActive(false); } if (DamageEffect) { DamageEffect = Instantiate(DamageEffect) as ParticleSystem; DamageEffect.transform.parent = transform; DamageEffect.transform.localPosition = Vector3.zero; } }
protected void Initialize() { if (Collection) { //Create teh collection Particle Effect Collection = Instantiate(Collection) as ParticleSystem; Collection.transform.position = transform.position; Collection.transform.parent = transform; } if (PreparingEffect) { //Create the effect PreparingEffect = Instantiate(PreparingEffect) as ParticleSystem; PreparingEffect.transform.parent = transform; PreparingEffect.transform.localPosition = Vector3.zero; } //Get the connect Controller. connectorcontroller = GetComponentInChildren <CannonConnector>(); if (connectorcontroller == null) { Debug.LogError("can't find cannon connector!!!!!!"); } connectorcontroller.SetHost(gameObject); //All bad guys have hot cannons so nobody else picks up their cannons after they drop it. connectorcontroller.SetHotCannon(ForbiddenWeapons); //Get the smart beam Eyes = GameObjectTracker.GetGOT().World._objectView; Hands = GetComponent <BlackHole>(); if (!Hands) { Debug.Log("No Black Hole created for enemy!"); } //Set the ID timestamp = (int)Time.time; if (!Eyes) { Debug.LogError("No Smartbeam found on enemy! Please make sure to attach Smart Beam!"); } CannonSpawner c = gameObject.GetComponentInChildren <CannonSpawner>(); //Lets look for a spawner. if (c) { mySpawner = c; } myTransform = transform; }