// Use this for initialization void Start() { ship = transform.parent.gameObject.GetComponent <JPShip>(); parentShip = transform.parent.gameObject.GetComponent <JPShip>(); maxHeath = ship.maxHealth; numSegments = maxHeath / segmentValue; segmentWidth = ((segmentValue * 10f) / maxHeath) * 4f; //print(""+segmentValue + " " + " " + maxHeath + " " + ((segmentValue * 10) / maxHeath)); indicators = new GameObject[(int)numSegments]; for (int count = 0; count < numSegments; count++) { indicators[count] = (GameObject)Instantiate(healthIndicator, transform.position, transform.rotation); indicators[count].transform.parent = transform; Vector3 pos = indicators[count].transform.localPosition; pos.x = (count * (segmentWidth + (segmentWidth * 0.1f))); //Debug.Log("" + (count * (segmentWidth + (segmentWidth * 0.1f)))); Vector3 scale = indicators[count].transform.localScale; scale.y = 4; scale.z = 2; scale.x = segmentWidth; indicators[count].transform.localPosition = pos; indicators[count].transform.localScale = scale; } text = GetComponent <TextMesh>(); }
public void RpcSetLeadController(string leadName, int playerNum, int shipNum, int maxNum) { //print("rpc leadcontroller set called " + leadName); leadController = GameObject.Find(leadName).GetComponent <JPShip>(); if (leadName != gameObject.name) { lead = false; } for (int count = 0; count < maxNum; count++) { wingmen[count] = GameObject.Find("Player" + playerNum + "Ship" + shipNum + "Squad" + count); } }
// Use this for initialization void Start() { range = transform.parent.GetComponent <DRange>(); angle = transform.rotation; laserShoot = GetComponentsInChildren <LaserShoot>(); startVector = transform.localRotation.eulerAngles; startRotation = transform.localRotation; shipController = transform.parent.parent.gameObject.GetComponent <JPShip>(); foreach (LaserShoot laser in laserShoot) { laser.teamNum = shipController.teamNum; } }
public void CmdRetreat() { for (int count = 0; count < spawnedShipList.Length; count++) { JPShip temp = spawnedShipList[count].GetComponent <JPShip>(); for (int countInner = 0; countInner < temp.wingmen.Length; countInner++) { temp.wingmen[countInner].GetComponent <JPShip>().JumpToLocation(new Vector3(1000f, 0f, 10000f), false); if (!temp.wingmen[countInner].GetComponent <JPShip>().destroyed) { DecrementFleetHealth(temp.wingmen[countInner].GetComponent <JPShip>().shipValue); } } } }
// RaycastAll & loop through objects hit public void FireBeam(Vector3 origin, Vector3 direction) { // spawn particles? Ray ray = new Ray(origin, direction); RaycastHit[] hits = Physics.RaycastAll(ray, beamRange); foreach (RaycastHit r in hits) { // Deal damage to ships hit JPShip ship = r.collider.gameObject.GetComponent <JPShip>(); if (ship != null) { ship.health -= (int)beamDamage; } } }
// Use this for initialization void Start() { //defaultMaterial = this.transform.GetChild(0).GetChild(0).GetComponent<Renderer>().material; if (lead) { leadController = this; } offset = wingmenOffsets[squadNum]; health = maxHealth; if (forceHPShow) { hpShow.SetActive(true); } if (!isServer) { GetComponent <Collider>().isTrigger = true; } //hpShow = transform.Find("HP").gameObject; //hpShow.SetActive(false); }
private void OnTriggerStay(Collider other) { if (!isServer) { return; } if (other.gameObject.GetComponent <JPShip>()) { JPShip ship = other.gameObject.GetComponent <JPShip>(); if (ship.teamNum == teamNum) { if (ship.health < ship.maxHealth) { ship.health += (int)healAmount; } ship.moveSpeed += speedAmount; //print(other.gameObject.name); } } }
// Use this for initialization void Start() { ship = GetComponent <JPShip>(); }