public void Initialise( BulletDescriptor _desc ) { this.bulletDesc = _desc; this.buckets = new Dictionary<int, LocalBulletBucket>(); if ( Network.peerType == NetworkPeerType.Disconnected ) { this.CreateBucket( -1 ); } else { this.CreateBucket( Common.MyNetworkID() ); } }
public void Initialise( BulletDescriptor _desc, bool _networked ) { this.bulletDesc = _desc; this.networked = _networked; if ( this.bulletDesc.count <= 0 ) { DebugConsole.Error( "Bullet list for " + this.bulletDesc + " has unusable count of " + this.bulletDesc.count, this.bulletDesc ); } this.bulletList = new BulletBase[ this.bulletDesc.count ]; this.bulletDesc.prefab.GetComponent<BulletBase>().weaponType = this.bulletDesc.weaponType; for ( int i = 0; i < this.bulletDesc.count; ++i ) { BulletBase bulletScript = this.CreateNewBullet( i ); this.bulletList[i] = bulletScript; } this.currentIndex = Random.Range( 0, this.bulletDesc.count ); }
protected virtual void Awake() { this.desc = BulletDescriptorManager.instance.GetDescOfType( this.weaponType ); }
private void CreateBulletBucket( BulletDescriptor _desc ) { if ( this.bulletDictionary.ContainsKey( _desc.weaponType ) ) { DebugConsole.Error( "Bullet type \"" + _desc.weaponType + "\" already used.", _desc.prefab ); return; } GameObject bucketObj = new GameObject(); bucketObj.name = _desc.weaponType + "Bucket"; bucketObj.transform.parent = this.transform; LocalBulletBucket bulletBucket = bucketObj.AddComponent<LocalBulletBucket>(); bulletBucket.Initialise( _desc, false ); this.bulletDictionary.Add ( _desc.weaponType, bulletBucket ); }