protected override void Awake() { base.Awake(); UnityUtility.ValidateComponentPresence<Rigidbody>(gameObject); _shipGraphics = gameObject.GetSafeMonoBehaviour<ShipGraphics>(); _fleetMgr = gameObject.GetSafeFirstMonoBehaviourInParents<FleetUnitCreator>(); _fleetCmd = _fleetMgr.gameObject.GetSafeFirstMonoBehaviourInChildren<FleetCommand>(); _selectionMgr = SelectionManager.Instance; }
protected override void Awake() { base.Awake(); _fleetMgr = gameObject.GetSafeMonoBehaviour<FleetUnitCreator>(); _fleetCmd = gameObject.GetSafeFirstMonoBehaviourInChildren<FleetCommand>(); _trackingLabelFactory = TrackingWidgetFactory.Instance; Target = _fleetCmd.transform; InitializeHighlighting(); maxAnimateDistance = 1; // FIXME maxAnimateDistance not used, this is a dummy value to avoid the warning in AGraphics }
public static int AddFleetCommand(FleetCommand fc) { if (fcommands == null) { fcommands = new FleetCommand[4]; } fcommands[fnumber] = fc; fnumber++; return(fnumber); }
protected override void Awake() { base.Awake(); enabled = false; // disabled behaviours aren't updated _fleetCmd = gameObject.GetSafeFirstMonoBehaviourInChildren<FleetCommand>(); _fleetCmdTransform = _fleetCmd.transform; _fleetGraphics = gameObject.GetSafeMonoBehaviour<FleetGraphics>(); ShipCaptains = gameObject.GetSafeMonoBehavioursInChildren<ShipCaptain>().ToList(); _gameMgr = GameManager.Instance; _eventMgr = GameEventManager.Instance; _selectionMgr = SelectionManager.Instance; InitializeFleetIcon(); Subscribe(); }
void Start() { GameObject g = new GameObject("fleetCommand1"); FleetCommand fc = g.AddComponent <FleetCommand>(); fc.SetNumber(1); fc.gates = gatesCommand1; fc.frigatePrefab = frigatePref; GameMaster.AddFleetCommand(fc); g = new GameObject("fleetCommand2"); fc = g.AddComponent <FleetCommand>(); fc.SetNumber(2); fc.gates = gatesCommand2; fc.frigatePrefab = frigatePref; GameMaster.AddFleetCommand(fc); }
public void AddCommand(bool resetCommands, FleetCommand fleetCommand) { //Debug.Log("Added: " + fleetCommand); if (resetCommands) { _fleetCommandQueue.ResetCommands(); _fleetCommandQueue.fleetCommands.Add(fleetCommand); } else { _fleetCommandQueue.fleetCommands.Add(fleetCommand); } if (_fleetCommandQueue.CurrentFleetCommand == null) { _fleetCommandQueue.CurrentFleetCommand = fleetCommand; } }
private void Update() { if (_fleetCommandQueue.fleetCommands.Count > 0) { FleetCommand fleetCommand = _fleetCommandQueue.CurrentFleetCommand; if (!fleetCommand.IsFinished()) { fleetCommand.ExecuteCommand(); } else { FleetCommand next = _fleetCommandQueue.SetNextFleetCommand(); if (next == null) { SetIdle(); } } } }
private void UpdateLine(FleetCommand previous, FleetCommand current) { ActivateIfPossible(); SetLineRendererColor(); }
public void SetFleetCommand(FleetCommand fc) { myFleetCommand = fc; gameObject.tag = "Command" + fc.GetNumber().ToString(); }