public void Init() { ai = gameObject.GetComponent <PlayerAI>(); // Instantiate gun gun = Instantiate(AssetManager.Instance.getGunForClass(SoldierClassManager.Instance.GetRightWeaponForClass(ai.OwnClass))); gun.transform.SetParent(transform); // We just set it's stats at init visionAngle = SoldierClassManager.Instance.GetRightVisionAngle(ai.OwnClass); VisionDistance = SoldierClassManager.Instance.GetRightVisionDistance(ai.OwnClass); }
public DemoLevel() : base() { initialiseTeams(); gun = new GenericGun(Vector2.Zero, new Animation(Res.pistol)); player = createGeneric(Vector2.Zero, blueTeam, Color.Blue); player.weapon = gun; blueTeam.characters.Add(player); genericObjects.Add(gun); spawnCharacters(10); spawnDestructableEnvironment(10, 100, 100); // spawnSolidEnvironment(10, 200, 200); spawnBackground(10); gun.muzzleVelocity = 10; DestructableTerrain test = new DestructableTerrain(new Vector2(10, 0), Graphics.dictionary[Res.crate]); List <Vector2> list = test.getVectorCollisions(new Vector2(10, 5), 1); }