// Start is called before the first frame update void Start() { deathExplosion = GameObject.Find("death_explosion").GetComponent <ParticleSystem>(); spacecraftController = GetComponent <SpacecraftController>(); deathExplosion.Stop(); spacecraftDead = false; }
public void Damage(float damage,Vector3 position, SpacecraftController source = null) { var hitShields = shields.Where(s => s.Overlaps(position)) .OrderBy(s => s.ShieldPercentage).ToArray(); float overflow = damage; if (hitShields.Length>0) { overflow = hitShields[0].Damage(damage, position); } health = Mathf.Clamp(health - overflow, 0, MAX_HEALTH); //GameObject.FindObjectOfType<MessageController>().AddMessage(damage.ToString("n2") + " damage"); if (health == 0) { var deathMessage = ColoredName + " destroyed"; if (source != null) { deathMessage += " by " + source.ColoredName; } GameObject.FindObjectOfType<MessageController>().AddMessage(deathMessage); var explo = Instantiate(Resources.Load<Transform>("Explosion")); explo.position = this.transform.position; Destroy(this.gameObject); Destroy(explo.gameObject,5); Destroy(status.gameObject); if(GameObject.FindObjectOfType<PlayerSpacecraft>()==null || GameObject.FindObjectsOfType<AiSpacecraft>().Where(ai => ai.isActiveAndEnabled).Count() == 0) { GameOver(); } } }
// Start is called before the first frame update void Start() { spacecraftController = FindObjectOfType <SpacecraftController>(); gamePaused = false; pauseMenu = GameObject.FindGameObjectWithTag("PauseMenu"); levelTime = FindObjectOfType <LevelTime>(); pauseMenu.SetActive(false); }
void Awake() { controller = GetComponent <SpacecraftController>(); actions = new List <SpacecraftAction>(); rb = GetComponent <Rigidbody2D>(); attractor = GetComponent <Attractor>(); damageIndication = GetComponent <ActivateForTime>(); }
// Use this for initialization void Start() { //rb = GetComponent<Rigidbody>(); shipController = transform.parent.GetComponent <SpacecraftController>(); shipController.boostersList.Add(this); rb = transform.parent.GetComponent <Rigidbody>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); currentAngularVelo = targetTransform.InverseTransformDirection(rb.angularVelocity); currentAngularVelo = targetTransform.InverseTransformDirection(rb.angularVelocity); currentVelo = transform.InverseTransformDirection(rb.velocity); neededMovingVector = calculateVelocity(); spacecraft = transform.GetComponent <SpacecraftController>(); }
void Start() { base.Start(); controller = transform.GetComponentInParent<SpacecraftController>(); var childsort = GetComponent<SpriteRenderer>().sortingOrder +2; foreach (var hp in GetComponentsInChildren<Hardpoint>()) { if (hp.gameObject != gameObject) { hp.GetComponent<SpriteRenderer>().sortingOrder = childsort; } } }
// Use this for initialization void OnEnable() { spacecraft = GetComponent <SpacecraftController>(); }
void Start() { spacecraft = GetComponent<SpacecraftController>(); }
// Use this for initialization void Start() { rb = transform.GetComponent <Rigidbody>(); spacecraft = transform.GetComponent <SpacecraftController>(); }
// Use this for initialization void Start() { shipController = GetComponent <SpacecraftController>(); }
public void Remove(SpacecraftController sc) { spacecraft.Remove(sc); }
public void Add(SpacecraftController sc) { spacecraft.Add(sc); }