Пример #1
0
    // Use this for initialization
    void Start()
    {
        canons = this;
        if(SceneManager.GetActiveScene().name != "Tutorial") //We are not in the tutorial scene
        {
            if(this.transform.root.name == "Marine(Clone)") //This is a marine
            {
                for(int i = 0; i < 6; i++) //Loop 6 times, one for each cannon
                {
                    if(SpawnAI.cannonLevel[i] == 1) //Check if the index in cannonLevel[i] is level 1
                    {
                        allCannons[i].GetComponent<MeshFilter>().mesh = mesh1; //Change the mesh
                        cannonLevel[i] = 1; //Save the level
                        this.GetComponentInParent<AIMaster>().cannonLevelOne++; //Increase the counter to use it later for scrap value
                    }
                    else if(SpawnAI.cannonLevel[i] == 2) //Check if the index in cannonLevel[i] is level 2
                    {
                        allCannons[i].GetComponent<MeshFilter>().mesh = mesh2; //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 2; //Save the level
                        this.GetComponentInParent<AIMaster>().cannonLevelTwo++; //Increase the counter to use it later for scrap value
                    }
                    else if(SpawnAI.cannonLevel[i] == 3) //Check if the index in cannonLevel[i] is level 3
                    {
                        allCannons[i].GetComponent<MeshFilter>().mesh = mesh3; //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 3; //Save the level
                        this.GetComponentInParent<AIMaster>().cannonLevelThree++; //Increase the counter to use it later for scrap value
                    }
                }
            }

            else if(this.transform.root.name == "Cargo(Clone)") //This is the cargo ship
            {
                for(int i = 0; i < 2; i++) //Run the loop 2 times, one for each cannon
                {
                    if(SpawnAI.cannonLevel[i] == 1)
                    {
                        allCannons[i].GetComponent<MeshFilter>().mesh = mesh1; //Change the mesh
                        cannonLevel[i] = 1; //Save the level
                        this.GetComponentInParent<AIMaster>().cannonLevelOne++; //Increase the counter to use it later for scrap value
                    }
                    else if(SpawnAI.cannonLevel[i] == 2)
                    {
                        allCannons[i].GetComponent<MeshFilter>().mesh = mesh2; //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 2; //Save the level
                        this.GetComponentInParent<AIMaster>().cannonLevelTwo++; //Increase the counter to use it later for scrap value
                    }
                    else if(SpawnAI.cannonLevel[i] == 3)
                    {
                        allCannons[i].GetComponent<MeshFilter>().mesh = mesh3; //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 3; //Save the level
                        this.GetComponentInParent<AIMaster>().cannonLevelThree++; //Increase the counter to use it later for scrap value
                    }
                }
            }
        }
        else //This is the tutorial, so we want all cannons to be level 1
        {
            for(int i = 0; i < 6; i++) //Loop 6 times, one for each cannon
            {
                allCannons[i].GetComponent<MeshFilter>().mesh = mesh1; //Change the mesh
                cannonLevel[i] = 1; //Save the level
                this.GetComponentInParent<AIMaster>().cannonLevelOne++; //Increase the counter to use it later for scrap value
            }
        }
    }
Пример #2
0
    public AudioSource sourceRight;         //Audiosource for the right cannons

    // Use this for initialization
    void Start()
    {
        canons = this;
        if (SceneManager.GetActiveScene().name != "Tutorial")                      //We are not in the tutorial scene
        {
            if (this.transform.root.name == "Marine(Clone)")                       //This is a marine
            {
                for (int i = 0; i < 6; i++)                                        //Loop 6 times, one for each cannon
                {
                    if (SpawnAI.cannonLevel[i] == 1)                               //Check if the index in cannonLevel[i] is level 1
                    {
                        allCannons[i].GetComponent <MeshFilter>().mesh = mesh1;    //Change the mesh
                        cannonLevel[i] = 1;                                        //Save the level
                        this.GetComponentInParent <AIMaster>().cannonLevelOne++;   //Increase the counter to use it later for scrap value
                    }
                    else if (SpawnAI.cannonLevel[i] == 2)                          //Check if the index in cannonLevel[i] is level 2
                    {
                        allCannons[i].GetComponent <MeshFilter>().mesh = mesh2;    //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 2;                                        //Save the level
                        this.GetComponentInParent <AIMaster>().cannonLevelTwo++;   //Increase the counter to use it later for scrap value
                    }
                    else if (SpawnAI.cannonLevel[i] == 3)                          //Check if the index in cannonLevel[i] is level 3
                    {
                        allCannons[i].GetComponent <MeshFilter>().mesh = mesh3;    //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 3;                                        //Save the level
                        this.GetComponentInParent <AIMaster>().cannonLevelThree++; //Increase the counter to use it later for scrap value
                    }
                }
            }

            else if (this.transform.root.name == "Cargo(Clone)") //This is the cargo ship
            {
                for (int i = 0; i < 2; i++)                      //Run the loop 2 times, one for each cannon
                {
                    if (SpawnAI.cannonLevel[i] == 1)
                    {
                        allCannons[i].GetComponent <MeshFilter>().mesh = mesh1;  //Change the mesh
                        cannonLevel[i] = 1;                                      //Save the level
                        this.GetComponentInParent <AIMaster>().cannonLevelOne++; //Increase the counter to use it later for scrap value
                    }
                    else if (SpawnAI.cannonLevel[i] == 2)
                    {
                        allCannons[i].GetComponent <MeshFilter>().mesh = mesh2;  //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 2;                                      //Save the level
                        this.GetComponentInParent <AIMaster>().cannonLevelTwo++; //Increase the counter to use it later for scrap value
                    }
                    else if (SpawnAI.cannonLevel[i] == 3)
                    {
                        allCannons[i].GetComponent <MeshFilter>().mesh = mesh3;    //Change the mesh to look like a upgraded cannon
                        cannonLevel[i] = 3;                                        //Save the level
                        this.GetComponentInParent <AIMaster>().cannonLevelThree++; //Increase the counter to use it later for scrap value
                    }
                }
            }
        }
        else                                                             //This is the tutorial, so we want all cannons to be level 1
        {
            for (int i = 0; i < 6; i++)                                  //Loop 6 times, one for each cannon
            {
                allCannons[i].GetComponent <MeshFilter>().mesh = mesh1;  //Change the mesh
                cannonLevel[i] = 1;                                      //Save the level
                this.GetComponentInParent <AIMaster>().cannonLevelOne++; //Increase the counter to use it later for scrap value
            }
        }
    }