public EnergySignal.SignalFactionType FactionCheck(EnergySignal SignalToCheck) { if (SignalToCheck.GetTeamSignal == MyEnergySignal.GetTeamSignal) { //Debug.Log("F"); return(EnergySignal.SignalFactionType.Friendly); } else if (MyEnergySignal.GetAllyFactions.Contains(SignalToCheck.GetTeamSignal)) { //Debug.Log("A"); return(EnergySignal.SignalFactionType.Ally); } else if (MyEnergySignal.GetEnemyFactions.Contains(SignalToCheck.GetTeamSignal)) { //Debug.Log("E"); return(EnergySignal.SignalFactionType.Enemy); } else if (MyEnergySignal.GetNeutralFactions.Contains(SignalToCheck.GetTeamSignal)) { //Debug.Log("N"); return(EnergySignal.SignalFactionType.Neutral); } else { //Debug.Log("U"); return(EnergySignal.SignalFactionType.Unknown); } }
// Start is called before the first frame update void Start() { RestParent = this.GetComponentInParent <Transform>().parent; MySignalCollider = GetComponent <Collider>(); MySignal = GetComponent <EnergySignal>(); MySignal.enabled = false; MySignalCollider.enabled = false; ManagedBy.Funnels.Add(this); ManagedBy.RestingFunnels.Add(this); }
public void Initialize() { TargetSignal = AssignedTarget.GetComponent <EnergySignal>(); Name.text = TargetSignal.GetIdentifierSignal; MySFType = Player.GetComponent <PlayerFCS>().FactionCheck(TargetSignal); LockOn = new List <UnityEngine.UI.Image>(); foreach (UnityEngine.UI.Image a in GetComponentsInChildren <UnityEngine.UI.Image>()) { LockOn.Add(a); } }
protected virtual void AddNewEntity(EnergySignal TargetES) { if (!LockedEntities.Contains(TargetES.gameObject)) { if (TargetES.MySignalType == EnergySignal.SignalObjectType.Missile) { LockedMissiles.Add(TargetES.gameObject); } else { LockedEntities.Add(TargetES.gameObject); } } }
protected override void AddNewEntity(EnergySignal TargetES) { if (!LockedEntities.Contains(TargetES.gameObject)) { if (MyEnergySignal.GetEnemyFactions.Contains(TargetES.GetTeamSignal)) { if (TargetES.MySignalType == EnergySignal.SignalObjectType.Missile) { LockedMissiles.Add(TargetES.gameObject); } else { LockedEntities.Add(TargetES.gameObject); LockedTargets.Add(TargetES.gameObject); } } else if (TargetES.MySignalType != EnergySignal.SignalObjectType.Missile) { LockedEntities.Add(TargetES.gameObject); } } }