void hprDeployShieldAt(Vector3 position, Vector3 dirLook) { var shield = Instantiate(m_shield); shield.transform.position = position; shield.transform.LookAt(position + dirLook); PhysicsLayer.SET_SHIELD(shield, m_team); }
public static Transform SPAWN(PREFAB_ID id, GameData.TEAM team) { switch (id) { case PREFAB_ID.MONK_PUNCH_SHIELD: var monkPunchShield = Instantiate <Prefab>(ME.PRF_MONK_PUNCH_SHIELD); PhysicsLayer.SET_SHIELD(monkPunchShield, team); monkPunchShield.gameObject.name = "MONK PUNCH SHIELD"; hprSetShieldColor(monkPunchShield, team); return(monkPunchShield.transform); case PREFAB_ID.MONK_PUNCH: var punch = Instantiate <Prefab>(ME.PRF_MONK_PUNCH); hprSetTeamColor(punch, team); return(punch.transform); case PREFAB_ID.ROCKET: var rocket = Instantiate <Prefab>(ME.PRF_ROCKET); hprSetTeamColor(rocket, team); return(rocket.transform); case PREFAB_ID.GRENADE: var grenade = Instantiate <Prefab>(ME.PRF_GRENADE); if (team == GameData.TEAM.RED) { grenade.setMaterial(ME.MAT_TEAM_RED); } else { grenade.setMaterial(ME.MAT_TEAM_BLUE); } return(grenade.transform); case PREFAB_ID.ROCKET_EXPLOSION: if (team == GameData.TEAM.RED) { return(Instantiate(ME.PRF_ROCKET_EXPLOSION_RED).transform); } return(Instantiate(ME.PRF_ROCKET_EXPLOSION_BLUE).transform); case PREFAB_ID.GREANDE_EXPLOSION: if (team == GameData.TEAM.RED) { return(Instantiate(ME.PRF_GRENADE_EXPLOSION_RED).transform); } return(Instantiate(ME.PRF_GRENADE_EXPLOSION_BLUE).transform); } return(null); }
public void init(GameData.TEAM team) { PhysicsLayer.SET_ATTACK(m_prfAttack, team); PhysicsLayer.SET_SHIELD(m_prfShield, team); }