void Start()
    {
        Задержка        = 0.2f;
        StartLightStep1 = true;
        StartLightStep2 = false;

        _hp  = Ship.GetComponent <HealthModule> ();
        _otv = Ship.GetComponent <ObjectTypeVisible> ();
    }
Exemplo n.º 2
0
    // Use this for initialization

    void Awake()
    {
        _sbsm  = gameObject.GetComponent <SensorModule>();
        _sbotv = gameObject.GetComponent <ObjectTypeVisible>();

        GameObject SenObj = Instantiate(SensorsLine, gameObject.transform.position, gameObject.transform.rotation);

        SensorsLine = SenObj;
        _scr        = SenObj.GetComponent <CircleRenderer>();
        _sespa      = SenObj.GetComponent <EnterSelectPlaneActive>();
        GameObject WepObj = Instantiate(WeaponLine, gameObject.transform.position, gameObject.transform.rotation);

        WeaponLine = WepObj;
        _wcr       = WepObj.GetComponent <CircleRenderer>();
        _wespa     = WepObj.GetComponent <EnterSelectPlaneActive>();

        _sespa.Owner = gameObject;

        _wespa.Owner = gameObject;
    }
Exemplo n.º 3
0
    // Use this for initialization
    void Awake()
    {
        if (gameObject.GetComponent <ObjectTypeVisible>())
        {
            _otv = gameObject.GetComponent <ObjectTypeVisible>();
        }

        _HP = gameObject.GetComponent <HealthModule>();
        if (!NonPhysicalMovement)
        {
            _agent = gameObject.GetComponent <MoveComponent>();
        }

        GameObject SenObj = Instantiate(SensorsLine, gameObject.transform.position, gameObject.transform.rotation);

        SensorsLine = SenObj;
        _scr        = SenObj.GetComponent <CircleRenderer>();
        _sespa      = SenObj.GetComponent <EnterSelectPlaneActive>();
        GameObject WepObj = Instantiate(WeaponLine, gameObject.transform.position, gameObject.transform.rotation);

        WeaponLine = WepObj;
        _wcr       = WepObj.GetComponent <CircleRenderer>();
        _wespa     = WepObj.GetComponent <EnterSelectPlaneActive>();

        _sespa.Owner = gameObject;

        _wespa.Owner = gameObject;

        _es = gameObject.GetComponent <SensorModule>();

        if (StartLocation == null)
        {
            targetVector = transform.position;
        }
        else
        {
            _agent.Movement(StartLocation.transform.position);
        }
    }