Пример #1
0
    // Use this for initialization
    new void Start()
    {
        base.Start();

        pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity);
        pointEffect.SetEffectActive(isActive, isActive);
    }
Пример #2
0
    // Use this for initialization
    new void Start()
    {
        base.Start();

        turrets      = parentUnit.GetTurrets();
        selfDestruct = parentUnit.GetComponent <Ability_SelfDestruct>();

        pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity);
        pointEffect.SetEffectActive(isActive, isActive);
        //mainModule = pointEffect.GetMainPS().main;
    }
Пример #3
0
    // Use this for initialization
    new void Start()
    {
        base.Start();

        startPosition.localRotation = Quaternion.Euler(-initAngle, 0, 0);

        missile = Instantiate(missilePrefab);
        missile.SetEffectActive(false);

        explosion = Instantiate(explosionPrefab);
        explosion.SetEffectActive(false);
    }
Пример #4
0
    // Use this for initialization
    new void Start()
    {
        base.Start();

        command = gameManager.GetCommander(team);

        pointEffect = Instantiate(pointEffectPrefab, spinner.transform.position, Quaternion.identity);
        pointEffect.SetEffectActive(isActive);

        audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity);
        audioLoop.SetEffectActive(isActive);
    }
Пример #5
0
    void BeginCountdown()
    {
        if (countdownCoroutine == null) // Only run once
        {
            state = 2;                  // Countdown state

            countdownStart = Instantiate(countdownStartPrefab, transform.position, Quaternion.identity);

            countdownCoroutine = StartCoroutine(CountdownCoroutine());             // Fire after a delay

            for (int i = 0; i < sourcePositions.Length; i++)
            {
                startEffects[i].SetEffectActive(true);
            }
        }
    }
Пример #6
0
    // Use this for initialization
    new void Start()
    {
        base.Start();

        shieldMod  = new ShieldMod(parentUnit, 1, ShieldModType.ShieldProject);
        abilityBar = parentUnit.hpBar.GetComponent <UI_AbilBar_ShieldProject>();
        abilityBar.SetShield(shieldMod.shieldPercent, shieldMod.shieldPercent < 0);

        lineEffect = Instantiate(lineEffectPrefab, transform.position, Quaternion.identity);
        lineEffect.SetEffectActive(0);

        pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity);
        pointEffect.SetEffectActive(false);

        audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity);
        audioLoop.SetEffectActive(false);
    }
Пример #7
0
    // Use this for initialization
    new void Start()
    {
        base.Start();

        foreach (Ability a in parentUnit.abilities)
        {
            if (a.GetAbilityType() == AbilityType.Superlaser)
            {
                hasSuperlaser = true;
            }
        }

        pointEffect = Instantiate(pointEffectPrefab, transform.position, Quaternion.identity);
        pointEffect.SetEffectActive(isActive);

        audioLoop = Instantiate(audioLoopPrefab, transform.position, Quaternion.identity);
        audioLoop.SetEffectActive(isActive);
    }