Пример #1
0
    // Use this for initialization
    void Start()
    {
        layer = gameObject.layer;

        Setup = GetComponent <CarSetup>();

        material = Setup.intenceRed;

        guns = CarSetup.FindGameObjectInChildWithName(transform, "gun");

        bulletCD     = 1 / rateOfFire;
        bulletPrefab = new GameObject("bullet");
        bulletPrefab.SetActive(false);

        bulletDecal = new GameObject("bulletDecal");
        bulletDecal.SetActive(false);

        bulletDecal = Resources.Load <GameObject>("bulletHit");

        CarSetup.initMesh(bulletPrefab, Resources.Load <Mesh>("bullet"), material);
        ProyectileController bullet = bulletPrefab.AddComponent <ProyectileController>();

        bullet.mode   = ProyectileMode.bullet;
        bullet.speed  = bulletSpeed;
        bullet.damage = bulletDamage;
        bullet.layer  = layer;

        bulletTimer = new Cooldown();
        bulletTimer.init(0, bulletCD);
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        Setup = GetComponent <CarSetup>();

        material        = Setup.intenceRed;
        pointerMaterial = Setup.transparentRedTexture;

        layer  = gameObject.layer;
        camera = Setup.camera;

        targetImage = Setup.canvas.transform.Find("targeting").gameObject;

        targetingRect = targetImage.GetComponent <RectTransform>();
        CanvasRect    = Setup.canvas.GetComponent <RectTransform>();

        targetImage.SetActive(false);
        cannons = CarSetup.FindGameObjectInChildWithName(transform, "cannon");



        missilePrefab = new GameObject("missile");
        missilePrefab.SetActive(false);
        missileDecal = new GameObject("missileDecal");
        missileDecal.SetActive(false);
        missileDecal = Resources.Load <GameObject>("explotionDecal");

        pointerPrefab = new GameObject("pointer");
        pointerPrefab.SetActive(false);
        CarSetup.initMesh(pointerPrefab, Resources.Load <Mesh>("pointer"), pointerMaterial);

        CarSetup.initMesh(missilePrefab, Resources.Load <Mesh>("missile"), material);

        MeshCollider collider = missilePrefab.AddComponent <MeshCollider>();

        collider.sharedMesh = Resources.Load <Mesh>("missile");
        collider.convex     = true;
        missilePrefab.AddComponent <Rigidbody>().mass = 5;

        ProyectileController missileController = missilePrefab.AddComponent <ProyectileController>();

        missileController.mode            = ProyectileMode.missile;
        missileController.propultion      = propultion;
        missileController.damage          = missileDamage;
        missileController.layer           = layer;
        missileController.explotionForce  = explotionForce;
        missileController.explotionRadius = explotionRadius;
        missileController.decal           = missileDecal;
    }
Пример #3
0
    // Use this for initialization

    void Start()
    {
        layer = gameObject.layer;
        Setup = GetComponent <CarSetup>();

        material = Setup.intenceRed;

        minePrefab = new GameObject("mine");
        minePrefab.SetActive(false);
        mineDecal = new GameObject("mineDecal");
        mineDecal.SetActive(false);
        mineDecal = Resources.Load <GameObject>("explotionDecal");

        GameObject mineObject = Resources.Load <GameObject>("mine");

        CarSetup.initMesh(minePrefab, mineObject.transform.Find("mine_mesh").GetComponent <MeshFilter>().sharedMesh, material);
        MeshCollider sensor = minePrefab.AddComponent <MeshCollider>();

        sensor.sharedMesh = mineObject.transform.Find("mine_sensor").GetComponent <MeshFilter>().sharedMesh;
        sensor.convex     = true;
        sensor.isTrigger  = true;


        MeshCollider collider = minePrefab.AddComponent <MeshCollider>();

        collider.sharedMesh = mineObject.transform.Find("mine_collider").GetComponent <MeshFilter>().sharedMesh;
        collider.convex     = true;
        Rigidbody rb = minePrefab.AddComponent <Rigidbody>();

        rb.mass = 5;
        rb.collisionDetectionMode = CollisionDetectionMode.Continuous;

        minePrefab.layer = layer;

        ExplosiveController explosive = minePrefab.AddComponent <ExplosiveController>();

        explosive.useSensor       = true;
        explosive.damage          = explotionDamage;
        explosive.layer           = layer;
        explosive.explotionForce  = explotionForce;
        explosive.explotionRadius = explotionRadius;
        explosive.decal           = mineDecal;
    }