public void StartDecloakPlanning() { ShipStand = MonoBehaviour.Instantiate(Game.Position.prefabShipStand, Selection.ThisShip.GetPosition(), Selection.ThisShip.GetRotation(), Board.BoardManager.GetBoard()); ShipStand.transform.Find("ShipStandTemplate").Find("ShipStandInsert").Find("ShipStandInsertImage").Find("default").GetComponent <Renderer>().material = Selection.ThisShip.Model.transform.Find("RotationHelper").Find("RotationHelper2").Find("ShipAllParts").Find("ShipStand").Find("ShipStandInsert").Find("ShipStandInsertImage").Find("default").GetComponent <Renderer>().material; obstaclesStayDetectorBase = ShipStand.GetComponentInChildren <ObstaclesStayDetectorForced>(); MovementTemplates.CurrentTemplate = MovementTemplates.GetMovement2Ruler(); MovementTemplates.CurrentTemplate.position = Selection.ThisShip.TransformPoint(new Vector3(0.5f, 0, -0.25f)); foreach (Transform decloakHelper in Selection.ThisShip.GetDecloakHelper()) { AvailableDecloakDirections.Add(decloakHelper.name, decloakHelper.Find("Finisher").position); } Roster.SetRaycastTargets(false); inReposition = true; }
public void StartDecloakPlanning() { GameObject prefab = (GameObject)Resources.Load(Selection.ThisShip.ShipBase.TemporaryPrefabPath, typeof(GameObject)); ShipStand = MonoBehaviour.Instantiate(prefab, Selection.ThisShip.GetPosition(), Selection.ThisShip.GetRotation(), BoardTools.Board.GetBoard()); ShipStand.transform.Find("ShipBase").Find("ShipStandInsert").Find("ShipStandInsertImage").Find("default").GetComponent <Renderer>().material = Selection.ThisShip.Model.transform.Find("RotationHelper").Find("RotationHelper2").Find("ShipAllParts").Find("ShipBase").Find("ShipStandInsert").Find("ShipStandInsertImage").Find("default").GetComponent <Renderer>().material; ShipStand.transform.Find("ShipBase").Find("ObstaclesStayDetector").gameObject.AddComponent <ObstaclesStayDetectorForced>(); obstaclesStayDetectorBase = ShipStand.GetComponentInChildren <ObstaclesStayDetectorForced>(); MovementTemplates.CurrentTemplate = MovementTemplates.GetMovement2Ruler(); MovementTemplates.CurrentTemplate.position = Selection.ThisShip.TransformPoint(new Vector3(0.5f, 0, -0.25f)); foreach (Transform decloakHelper in Selection.ThisShip.GetDecloakHelper()) { AvailableDecloakDirections.Add(decloakHelper.name, decloakHelper.Find("Finisher").position); } Roster.SetRaycastTargets(false); TurnOnDragging(); }