public void Initialize() { initialized = true; bodyIntegrity = GetComponent <BodyIntegrity>(); Scr_PlaneHandler.instance.planes.Add(this); targetPos = transform.position; }
void Start() { _startPosition = transform.position; _startRotation = transform.rotation; bodyIntegrity = GetComponent <BodyIntegrity>(); _fake = new GameObject(); _fake.transform.position = new Vector3(99999, 99999, 99999); }
public void RTSAttack(BodyIntegrity t) { if (t != null) { Debug.Log("found2 " + t.name); currentState = State.Attack; SetState(BaseState.Moving); target = t; } else { Debug.Log("nulL"); } }
public void CreateBulletProjectile(Vector3 pos, Vector3 targetPos, BodyIntegrity owner, GameObject ownerGameObject, int team) { Projectile projectile = GameObject.Instantiate(bulletProjectile).GetComponent <Projectile>(); projectile.owner = owner; // not to hit self projectile.ownerGameObject = ownerGameObject; projectile.team = team; // not to hit friendly aircrafts projectile.transform.position = pos; projectile.transform.LookAt(targetPos); float inaccuracy = 1.5f; //slight randomization to bullets, set to 0 for 100% accuracy projectile.transform.rotation = Quaternion.Euler(projectile.transform.eulerAngles.x + UnityEngine.Random.Range(-inaccuracy, inaccuracy), projectile.transform.eulerAngles.y + UnityEngine.Random.Range(-inaccuracy, inaccuracy), projectile.transform.eulerAngles.z + UnityEngine.Random.Range(-inaccuracy, inaccuracy)); GameObject.Destroy(projectile.gameObject, 2f); }