protected virtual void Start() { if (isServer) { shipResource = GetComponent <ShipResource>(); InvokeRepeating(nameof(DecreaseTime), 0, decreaseFrequency); } }
private void ServerStartupStuff() { gold = GameObject.Find("CurrentGold").GetComponent <ShipResource>(); minimumGoldValue += (int)(-transform.position.y / minimumGoldValueDepthIncrease); maximumGoldValue = (int)(-transform.position.y / maximumGoldValueDepthIncrease) + minimumGoldValue; Random random = new Random(transform.position.y.ToString().GetHashCode() + Environment.TickCount.ToString().GetHashCode()); value = (int)(random.Next(minimumGoldValue, maximumGoldValue) * goldMultiplier.Value); UpdatePosition(transform.position); }
private void Start() { if (electricity == null) { electricity = GameObject.Find("Game/Ship/Resources/ElectricityGeneration").GetComponent <ShipResource>(); } light = GetComponent <Light>(); InvokeRepeating(nameof(ToggleLight), 0, 0.25f); }
protected virtual void Start() { rb = GetComponent <Rigidbody2D>(); hullHP = GetComponent <ShipResource>(); if (isServer) { hullHP.EventResourceEmpty += Die; } SetTarget(); }
private void Start() { subController = stations.GetComponentInChildren <SubController>(); enginePower = GameObject.Find("EnginePower").GetComponent <ShipResource>(); rb2D = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); submarineComponents = GetComponentsInChildren <FlipSubmarineComponent>(); subSpeed = 40; submarineRotationSpeed = 2f; submarineRotation = rb2D.rotation; submarinePosition = rb2D.position; if (isServer) { InvokeRepeating(nameof(CheckIfNeedSynchronization), 1, syncInterval); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag(ReferenceManager.Singleton.SubmarineTag) || collision.CompareTag(ReferenceManager.Singleton.EnemyTag)) { bool alliedShip = (npc && collision.CompareTag(ReferenceManager.Singleton.EnemyTag)) || (!npc && collision.CompareTag(ReferenceManager.Singleton.SubmarineTag)); if (debugCollision) { string info = transform.name + " was hit by a "; if (alliedShip) { Debug.Log(info + nameof(alliedShip)); } else { Debug.Log(info + "enemy bullet"); } } if (!alliedShip) { //TODO fix Bubba's health so that it's not null //Todo change this if collider position is standardized ShipResource health = collision.gameObject.GetComponent <ShipResource>(); if (health == null) { health = collision.gameObject.GetComponentInParent <ShipResource>(); } if (debugCollision && health == null) { Debug.Log("Health is null"); } if (debugCollision) { Debug.Log("Damage is: " + damage + "\nHealth before: " + health.CurrentValue); } health.ApplyChange(-Damage); if (debugCollision) { Debug.Log("Health after: " + health.CurrentValue); } if (npc && health.CurrentValue == 0) { NetworkServer.Destroy(collision.gameObject); } } } if (isServer) { ServerPlaySound(); } else { CommandPlaySound(); } NetworkServer.Destroy(gameObject); }
private void Start() { hullHealth = GetComponent <ShipResource>(); npc = CompareTag(ReferenceManager.Singleton.EnemyTag); }
private void Awake() => electricity = GetComponent <ShipResource>();