// Use this for initialization void Start() { ballControl = GetComponent <BallControl>(); //PathToFollow pathToFollow = GameObject.FindWithTag("AIPath").GetComponent <Path>(); //PathFollower AITarget pFollower = (AITarget)Instantiate(aiTargetPrefab); pFollower.GetComponent <PathFollower>().path = pathToFollow; pFollower.stupidness = stupidness; pFollower.GetComponent <Patroller>().target = this.gameObject; target = pFollower; }
private void Start() { Up = Vector3.up; //Set up drifty smoke // smoke = Instantiate(prefabs.Smoke); // smoke.target = this; // smoke.DriftAudio = sounds.Brake; //Grab reference to Rigidbody rb = GetComponent <Rigidbody>(); //Set angular velocity (This is necessary for fast) rb.maxAngularVelocity = 1000f; //Set object name gameObject.name = nickname; //Set character if (CharacterId >= 0 && CharacterId < Data.ActiveData.Characters.Length) { SetCharacter(Data.ActiveData.Characters[CharacterId]); } //Create objects and components based on ball type if (type == BallType.Player) { IBallCamera camera; OmniCamera newCam = Instantiate(prefabs.Camera); newCam.Target = rb; newCam.CtrlType = ctrlType; PivotCamera oldCam = Instantiate(prefabs.OldCamera); oldCam.Target = rb; oldCam.CtrlType = ctrlType; //Create camera if (Data.ActiveData.GameSettings.useOldControls)//camara vieja { camera = oldCam; newCam.gameObject.SetActive(false); ((PivotCamera)camera).UseMouse = (ctrlType == ControlType.Keyboard); } else { camera = newCam; oldCam.gameObject.SetActive(false); } camera.Target = rb; camera.CtrlType = ctrlType; if (CameraCreated != null) { CameraCreated(this, new CameraCreationArgs(camera, oldCam.gameObject, newCam.gameObject)); } } if (type == BallType.LobbyPlayer) { //Make the lobby camera follow this ball var cam = FindObjectOfType <LobbyCameraLocal>(); if (cam) { cam.AddBall(this); } } if ((type == BallType.Player || type == BallType.LobbyPlayer)) { //Create input component input = gameObject.AddComponent <BallControlInputLocal>(); } if (type == BallType.AI) { //Create AI component var ai = gameObject.AddComponent <BallControlAILocal>(); ai.pathToFollow = FindObjectOfType <Path>(); //Create target for the AI AITarget pFollower = Instantiate(prefabs.AiTarget); pFollower.GetComponent <PathFollower>().path = ai.pathToFollow; pFollower.stupidness = ai.stupidness; pFollower.GetComponent <Patroller>().target = gameObject; ai.target = pFollower; } }
public void RpcInit(BallType type, ControlType ctrlType, int characterId, string nickname) { this.type = type; this.ctrlType = ctrlType; this.characterId = characterId; this.nickname = nickname; Debug.Log("We re running RPCInit character is _ " + this.characterId); Up = Vector3.up; //Set up drifty smoke smoke = Instantiate(prefabs.Smoke); smoke.target = this; smoke.DriftAudio = sounds.Brake; //Grab reference to Rigidbody rb = GetComponent <Rigidbody>(); //Set angular velocity (This is necessary for fast) rb.maxAngularVelocity = 1000f; //Set object name gameObject.name = nickname; //Set character if (CharacterId >= 0 && CharacterId < Data.ActiveData.Characters.Length) { SetCharacter(Data.ActiveData.Characters[CharacterId]); } //Create objects and components based on ball type if (type == BallType.Player && cameraBall == null && isLocalPlayer) { OmniCamera newCam = Instantiate(prefabs.Camera); newCam.Target = rb; newCam.CtrlType = ctrlType; PivotCamera oldCam = Instantiate(prefabs.OldCamera); oldCam.Target = rb; oldCam.CtrlType = ctrlType; //Create camera if (Data.ActiveData.GameSettings.useOldControls) { cameraBall = oldCam; newCam.gameObject.SetActive(false); ((PivotCamera)cameraBall).UseMouse = ctrlType == ControlType.Keyboard; } else { cameraBall = newCam; oldCam.gameObject.SetActive(false); } cameraBall.Target = rb; cameraBall.CtrlType = ctrlType; if (CameraCreatedEvent != null) { CameraCreatedEvent(this, new CameraCreationArgs(cameraBall, oldCam.gameObject, newCam.gameObject)); } } if (type == BallType.LobbyPlayer) { //Make the lobby camera follow this ball var cam = FindObjectOfType <LobbyCamera>(); if (cam) { cam.AddBall(this); } } if ((type == BallType.Player || type == BallType.LobbyPlayer && isLocalPlayer) && input == null) { //Create input component input = gameObject.AddComponent <BallControlInput>(); } if (type == BallType.AI) { //Create AI component var ai = gameObject.AddComponent <BallControlAI>(); ai.pathToFollow = FindObjectOfType <Path>(); //Create target for the AI AITarget pFollower = Instantiate(prefabs.AiTarget); pFollower.GetComponent <PathFollower>().path = ai.pathToFollow; pFollower.stupidness = ai.stupidness; pFollower.GetComponent <Patroller>().target = gameObject; ai.target = pFollower; } if (!isServer) { } }