// Use this for initialization void Awake() { GameObject temp = LoadShipManagement.LoadShip(GameManager.nameVessel); temp.transform.SetParent(GameObject.Find("Ship").transform); temp.GetComponent <WeaponShootManager>().GetShipReference(GameObject.Find("Ship").GetComponent <Ship>()); introDone = false; saveCoro = StartCoroutine(TempoFadeIn()); colliders = GameObject.Find("Ship").GetComponentsInChildren <MeshCollider>(); foreach (MeshCollider mc in colliders) { mc.enabled = false; } }
// Use this for initialization void Awake() { if (LoadPath == null) { LoadPath = "PrefabSave/NoneMB/"; } if (arrayOfID == null) { TextAsset asset = Resources.Load <TextAsset>(LoadPath + "ID"); JObject data = JObject.Parse(asset.text); JArray IDs = data["uniqueID"].Value <JArray>(); arrayOfID = new string[IDs.Count]; for (int i = 0; i < arrayOfID.Length; i++) { arrayOfID[i] = IDs[i].Value <string>(); } } int randValue = Random.Range(0, arrayOfID.Length); GameObject ship = LoadShipManagement.LoadShip("Ally_" + allyNumberCount, 1, LoadPath + arrayOfID[randValue]); allyNumberCount++; ship.tag = "Ally"; ship.transform.parent = transform; ship.transform.localPosition = Vector3.zero; MeshCollider[] colliders = GetComponentsInChildren <MeshCollider>(true); foreach (MeshCollider mc in colliders) { mc.enabled = true; } /*MeshFilter[] filters = GetComponentsInChildren<MeshFilter>(); * foreach (MeshFilter mf in filters) * { * MeshCollider mesh = mf.gameObject.AddComponent<MeshCollider>(); * mesh.sharedMesh = mf.sharedMesh; * mesh.inflateMesh = true; * mesh.convex = true; * } * // UNTIL WE HAVE TEXTURES * MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>(); * foreach (MeshRenderer mr in renderers) * { * mr.material.color = GetComponent<Enemy>() != null ? new Color(1f, 0.25f, 0f) : Color.blue; * }*/ }