// Use this for initialization public void SetUp() { MovementScript = ObjectReference.GetComponent <TankMovement>(); ShootScript = ObjectReference.GetComponent <TankShoot>(); NameScript = ObjectReference.GetComponent <PlayerName>(); LineRender = ObjectReference.GetComponent <LineRenderer>(); MovementScript.PlayerNum = PlayerNum; ShootScript.PlayerNum = PlayerNum; NameScript.Name = NameScript.Name + " " + PlayerNum; LineRender.material = PlayerMaterial; // Get all of the renderers of the tank. MeshRenderer[] Renderers = ObjectReference.GetComponentsInChildren <MeshRenderer>(); // Go through all the renderers... for (int i = 0; i < Renderers.Length; i++) { // ... set their material color to the color specific to this tank. if (Renderers[i].name != "MeshText") { Renderers[i].material = PlayerMaterial; } } }
// Start is called before the first frame update void Start() { UpdateRadars(); shoot = GetComponent <TankShoot>(); movement = GetComponent <TankMovement>(); rb = GetComponent <Rigidbody>(); }
void OnCollisionEnter(Collision col) { //Debug.Log ("HAHA COLLISION!"); if (col.transform.root.tag == "Tank") { TankShoot hitScript = col.transform.root.GetComponent <TankShoot>(); hitScript.TakeDamage(dmg); } Destroy(this.gameObject); }
private void Start() { audioSource = GetComponent <AudioSource>(); tankHealth = GetComponent <TankHealth>(); tankShoot = GetComponent <TankShoot>(); tankHealth.OnGotKilled += PlayRandomExplosion; tankHealth.OnShieldStateChanged += ShieldState; tankHealth.OnGotHit += HitHandler; tankHealth.OnGotKilled += DestructionHandler; tankShoot.OnShoot += ShootHandler; }
void Start() { // GameObject marker2 = (GameObject)Instantiate(Marker); //marker2.transform.parent = GameObject.Find("Canvas").transform; //marker2.GetComponent<EnemyMarker>().obj = gameObject; controls = GetComponent <TankControl>(); gun = GetComponent <TankShoot>(); if (TargetPlayer) { FindEnemyByTag(); } }
public void Setup() { m_Movement = m_Instance.GetComponent <TankMove> (); m_Shooting = m_Instance.GetComponent <TankShoot> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers [i].material.color = m_PlayerColor; } }
void Start() { manager = GameObject.Find("Game").GetComponent <GameManager>(); for (int i = 0; i < manager.players.Length; i++) { if (gameObject.Equals(manager.players[i])) { motor = manager.players[i].GetComponent <TankMotor>(); data = manager.players[i].GetComponent <TankData>(); shoot = manager.players[i].GetComponent <TankShoot>(); trans = manager.players[i].GetComponent <Transform>(); } } nextShoot = Time.time + data.fireRate; }
private void Start() { this.animator = this.GetComponentInChildren <Animator>(); this.tankShoot = this.GetComponent <TankShoot>(); }
void Start() { DataHolder.Instance.OnUpdateTank += Instance_OnUpdateTank; tpscam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); tankshoot = GetComponent <TankShoot>(); }
public override void Posses(Character possessing) { base.Posses(possessing); this.tankShoot = this.character.GetComponent <TankShoot>(); }
void Start() { aiManager = GameObject.Find("Game").GetComponent <GameManager>(); for (int i = 0; i < aiManager.enemies.Length; i++) { if (gameObject.Equals(aiManager.enemies[i])) { aiMotor = aiManager.enemies[i].GetComponent <TankMotor>(); aiData = aiManager.enemies[i].GetComponent <TankData>(); aiShoot = aiManager.enemies[i].GetComponent <TankShoot>(); aiTrans = aiManager.enemies[i].GetComponent <Transform>(); } int modeIndex = Random.Range(0, 3); switch (modeIndex) { case 0: aiBehavior = Behavior.AGGRESSIVE; aiMode = defaultMode = EnemyMode.CHASE; break; case 1: aiBehavior = Behavior.NERVOUS; aiMode = defaultMode = EnemyMode.PATROL; break; case 2: aiBehavior = Behavior.TIMID; defaultMode = EnemyMode.RUN; aiMode = EnemyMode.PATROL; break; } } isForward = true; close = aiData.frontSpeed; for (int spawn = 0; spawn < aiManager.enemySpawns.Length; spawn++) { if (aiTrans.position == aiManager.enemySpawns[spawn].transform.position) { patrol = aiManager.patrols[spawn]; int childCount = patrol.transform.childCount; patrolPath = new GameObject[childCount]; for (int child = 0; child < patrolPath.Length; child++) { patrolPath[child] = patrol.transform.GetChild(child).gameObject; } } } lastShot = Time.time; chaseRunTime = 0; avoidingStep = 0; destination = 0; }
private void Awake() { m_Shoot = GetComponent <TankShoot> (); }
void Start() { tankScript = GetComponentInParent<TankShoot>(); }
void Start() { tankScript = GetComponentInParent <TankShoot>(); }