public static void displayIndicator(GameObject obj) { Vector3 rayStart = obj.transform.position + new Vector3(0, 80f, 0); RaycastHit hit; Physics.Raycast(rayStart, Vector3.down, out hit, 80f); var part = GameObject.Instantiate(ParticleHelper.getInstance().salvageParticles, hit.point, Quaternion.identity, obj.transform); float totalTime = obj.GetComponent <Structure>().getHP().HP; totalTime /= 2.5f; Debug.Log("Total time of salvage particle: " + totalTime); part.GetComponent <ParticleUVOffset>().totalTime = totalTime; }
public new void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; this.storedEnergy = data.storedEnergy; this.busy = data.busy; this.ownResource = data.ownResource; this.salvaging = data.salvaging; this.curTarget = data.target; if (salvaging) { Debug.Log("got salvaging info, creating particles...."); //TODO, this gets called before terrain scripts are loaded GameObject.Instantiate(ParticleHelper.getInstance().salvageParticles, this.gameObject.transform); } //reloadConnections(); }
public new void handleDeserialization(SaveLoad.SerializationInfo info) { serializationData data = (serializationData)info; this.storedEnergy = data.storedEnergy; this.busy = data.busy; this.ownResource = data.ownResource; this.salvaging = data.salvaging; if (this.busy) { DeliveryRoutes.addRoute(this.gameObject, DeliveryRoutes.getClosest("dropBase", this.gameObject).gameObject, ressources.Trees); } if (salvaging) { GameObject.Instantiate(ParticleHelper.getInstance().salvageParticles, this.gameObject.transform); } //reloadConnections(); }