public void DrawFences() { if (fence == null) { if (!GameManager.instance.fenceDictionary.TryGetValue(username, out fence)) { fence = new Fence(username); } } if (fence.polygon.Count <= 1) { return; } for (int i = 0; i < fence.polygon.Count - 1; i++) { FenceObject fObj = new FenceObject(fence.polygon[i], fence.polygon[i + 1], this); fenceObjects.Add(fObj.gameObj); //fObj.gameObj.transform.parent = this.transform; } FenceObject fObj2 = new FenceObject(fence.polygon[0], fence.polygon[fence.polygon.Count - 1], this); fenceObjects.Add(fObj2.gameObj); //fObj2.gameObj.transform.parent = this.transform; }
public void DrawFence(Fence fence, PlayerSetup pSetup) { //fence = fi; ClearFenceFromWorld(pSetup); if (fence.polygon.Count <= 1) { return; } for (int i = 0; i < fence.polygon.Count - 1; i++) { FenceObject fObj = new FenceObject(fence.polygon[i], fence.polygon[i + 1], this); pSetup.fenceObjects.Add(fObj.gameObj); //fObj.gameObj.transform.parent = this.gameObject.transform; } FenceObject fObj2 = new FenceObject(fence.polygon[0], fence.polygon[fence.polygon.Count - 1], this); pSetup.fenceObjects.Add(fObj2.gameObj); //fObj2.gameObj.transform.parent = this.gameObject.transform; Debug.Log(fence.polygon.Count + " ----Fences Created-----"); }
public void DrawFenceGM(Fence fence, GameManager gm) { //fence = fi; ClearFenceFromWorldGM(gm); if (fence.polygon.Count <= 1) { return; } for (int i = 0; i < fence.polygon.Count - 1; i++) { FenceObject fObj = new FenceObject(fence.polygon[i], fence.polygon[i + 1], this); gm.fenceObjectsForNonConnected.Add(fObj.gameObj); //fObj.gameObj.transform.parent = this.gameObject.transform; } FenceObject fObj2 = new FenceObject(fence.polygon[0], fence.polygon[fence.polygon.Count - 1], this); gm.fenceObjectsForNonConnected.Add(fObj2.gameObj); //fObj2.gameObj.transform.parent = this.gameObject.transform; Debug.Log(fence.polygon.Count + " ----Fences Created-----"); }
public override bool DoesGoThruFence( FenceObject fenceObject ) { return true; }
/// <summary> /// Called whenever a tank collides with a fence. /// </summary> /// <param name="fenceObject">The fence the tank collided with.</param> /// <returns>True if the tank should go through the given fence - otherwise, false.</returns> public virtual bool DoesGoThruFence( FenceObject fenceObject ) { return false; }