/// <summary> /// Load canons from playerinstance /// </summary> private void LoadCanons() { LoadCanonsSpots(); for (int i = 0; i < enemyStats.canons.Count; i++) { Canon canon = enemyStats.canons[i]; if (canon == null) { continue; } //Instantiate canon prefab GameObject canonObj = null; switch (canon.canonType) { case CanonType.TirTriple: case CanonType.Normal: if (canon.canonType == CanonType.Normal) { canonObj = Instantiate(Static_Resources.defaultCanon); } else { canonObj = Instantiate(Static_Resources.tripleCanon); } canonObj.name = "Canon" + i; canonObj.transform.SetParent(CanonsSpots[i]); canonObj.transform.position = new Vector3(0, 0, -1); canonObj.transform.localPosition = new Vector3(0, 0, -1); canonObj.transform.rotation = CanonsSpots[i].rotation; Canon_Controller canonCtrl = canonObj.AddComponent <Canon_Controller>(); canonCtrl.canonInfo = canon; canonCtrl.canonInfo.shootPoint = CanonsSpots[i]; break; case CanonType.LanceFlammes: canonObj = Instantiate(Static_Resources.flameThrower); canonObj.name = "CanonFlame" + i; canonObj.transform.SetParent(CanonsSpots[i]); canonObj.transform.position = new Vector3(0, 0, -1); canonObj.transform.localPosition = new Vector3(0, 0, -1); canonObj.transform.rotation = CanonsSpots[i].rotation; Flame_Controller flameCtrl = canonObj.AddComponent <Flame_Controller>(); flameCtrl.canonInfo = canon; flameCtrl.canonInfo.shootPoint = CanonsSpots[i]; break; } } }
//Node_Controller //Shop_Controler ** Uses singleton patter right now so doesn't need to be linked to overhead void Start() { AR_Controller = GetComponentInChildren <AR_Controller>(); SniperAcad_Controller = GetComponentInChildren <SniperAcad_Controller>(); CC_Controller = GetComponentInChildren <CC_Controller>(); MissileFactory_Controller = GetComponentInChildren <MissileFactory_Controller>(); Advanced_Controller = GetComponentInChildren <Advanced_Controller>(); Laser_Controller = GetComponentInChildren <Laser_Controller>(); Flame_Controller = GetComponentInChildren <Flame_Controller>(); }