// Use this for initialization void Start() { // インスタンスの初期化 phaseManager = this; // エリア描画用関連の読み込み attackArea = new GameObject("AttackArea"); activeArea = new GameObject("activeArea"); attackArea.transform.parent = transform; activeArea.transform.parent = transform; // プレイヤーターンから始める TurnChange(Enums.ARMY.ALLY); attackBtn = GameObject.Find("CanvasUI/ActiveUI/AttackButton").GetComponent <Button>(); recoveryBtn = GameObject.Find("CanvasUI/ActiveUI/RecoveryButton").GetComponent <Button>(); waitingBtn = GameObject.Find("CanvasUI/ActiveUI/EndButton").GetComponent <Button>(); turnEndBtn = GameObject.Find("CanvasUI/ActiveUI/TurnEndButton").GetComponent <Button>(); battleStandbyUI.SetActive(false); //各ボタンの無効化 attackBtn.interactable = false; recoveryBtn.interactable = false; waitingBtn.interactable = false; // カーソル更新時に呼び出す処理の登録 CursorController.AddCallBack((Vector3 newPos) => { cursorPos = newPos; }); // シーンをロード //SceneManager.LoadScene("conversation", LoadSceneMode.Additive); }
public void Initialize(PhaseManager phaseManager, TurnManager turnManager) { _phaseManager = phaseManager; _turnManager = turnManager; GameObject canvas = GameObject.FindGameObjectWithTag("Canvas"); for (int i = 0; i < _teamAmount; ++i) { bool isAi = true; if (i == 0) { isAi = false; } Team newTeam = GameObject.Instantiate(_teamPrefab); newTeam.Initialize(i, isAi); newTeam.OnCardActivate += DoCardActivate; newTeam.OnTeamPlayerStaminaEmpty += DoTeamPlayerStaminaEmpty; newTeam.OnTeamPlayerHealthEmpty += DoTeamPlayerHealthEmpty; newTeam.transform.SetParent(canvas.transform); newTeam.SetPosition(new Vector2( Mathf.Cos(i * (2.0f * Mathf.PI / _teamAmount) - Mathf.PI / 2.0f) * _teamOffset, Mathf.Sin(i * (2.0f * Mathf.PI / _teamAmount) - Mathf.PI / 2.0f) * _teamOffset)); newTeam.SetRotation(i * (360.0f / _teamAmount)); _teams.Add(newTeam); } }
public List <MonsterRisk> IncreaseThreat() { //Debug.Log("밤 인크리스 뜨리트"); List <MonsterRisk> increaseAtNight = new List <MonsterRisk>(); //밤에 사냥감 들의 수를 올림/ //결국 원하는 건. 밤에 정산 할때 몹 전체 위협도 그래프가 //줄어들었다가 //다시 올라가는 효과를 원해서 이 짓을 하고 있다. for (int i = 0; i < (int)E_Monster.MAX; i++) //출몰이랑 섞어서. { if (false == PhaseManager.GetInstance().IsMobShowUP((E_Monster)i)) //출몰 안한 몹이면 몹 젠에서 패쓰 { increaseAtNight.Add(new MonsterRisk((E_Monster)i)); continue; } int rand = Random.Range(7, 12); int increaseNum = maxThreatDic[(E_Monster)i] / rand; if (monsterRiskList[i].nowNum + increaseNum > maxThreatDic[(E_Monster)i]) { increaseNum = maxThreatDic[(E_Monster)i] - monsterRiskList[i].nowNum; } increaseAtNight.Add(new MonsterRisk((E_Monster)i, increaseNum)); Debug.Log("위험도 추가" + ((E_Monster)i).ToString() + "몇 " + increaseNum); } IADMRList(increaseAtNight, true); return(increaseAtNight); }
/// <summary> /// Executes the next phase, ends the turn if the phase index is at 3 /// </summary> /// <returns></returns> public bool executeNextPhase() { DebugControl.log("turn", "--PHASE " + phaseIndex); // if the phase index is 3, then the fourth phase has been completed if (phaseIndex >= 3) { if (PhotonNetwork.IsMasterClient) { foreach (Team t in gameManager.teams) { if (t.TeamType == Team.Type.player) { Debug.Log(t.TeamFaction + " is being set unready."); PhotonView.Get(this).RPC("setUnready", RpcTarget.All, (int)t.TeamFaction); } } } endTurn(); return(false); } else { phaseIndex++; PhaseManager.updateText(GameLogic.phaseIndex); executePhase(phaseIndex); return(true); } }
/// <summary> /// Checks if this target resolution still needs to be resolved /// Returns true only if the attacking ship is still alive and has more than 1 targets /// </summary> /// <returns></returns> public bool needsResolving() { if (attacker == null) { return(false); } int validTargets = 0; Ship target = null; foreach (Ship s in targets) { if (s != null) { target = s; validTargets++; } } if (validTargets == 0) { return(false); } if (validTargets == 1) { PhaseManager.addCatapultAnimation(attacker, target); return(false); } return(true); }
/// <summary> /// Plays the rotation animation. Instantiates a sprite indicating rotation. /// </summary> /// <returns></returns> public override IEnumerator playAnimation() { if (complete) { yield break; } yield return(PhaseManager.SyncFocus(focusPoint)); Vector2 position = ship.transform.position; if (PhotonNetwork.IsConnected && PhotonNetwork.IsMasterClient) { PhotonView.Get(GameManager.main).RPC("CreateRotationArrow", RpcTarget.All, (int)ship.team.TeamFaction, focusPoint.x, focusPoint.y, ship.transform.rotation.eulerAngles.z, portTurn); } //PhotonView.Get(GameManager.main).RPC("CreateRotationArrow",RpcTarget.Others,(int)ship.team.TeamFaction,focusPoint.x,position.y,ship.transform.rotation.eulerAngles.z,portTurn); yield return(new WaitForSeconds(SpeedManager.ActionDelay)); if (!complete) { startTime = Time.time; while (Time.time - startTime < SpeedManager.ActionSpeed) { ship.transform.rotation = Quaternion.Lerp(startRotation, endRotation, (Time.time - startTime) / SpeedManager.ActionSpeed); yield return(null); } complete = true; ship.transform.rotation = endRotation; } }
Quest MakeRandomOrderQuest()//랜던으로 퀘스트 만들어주기. { Quest quest = new Quest(); //모킹 quest.ClientName = charaName; List <E_Monster> showedMob = new List <E_Monster>(); for (int i = 0; i < (int)E_Monster.MAX; i++) { if (PhaseManager.GetInstance().IsMobShowUP((E_Monster)i)) { showedMob.Add((E_Monster)i); } } List <E_Evidence> opendEvi = PhaseManager.GetInstance().GetOpendEviDataList(); int kinds = Random.Range(1, Constant.clientMaxOrderNum + 1); //qpm종류로 몇개를 할 건지. for (int i = 0; i < kinds; i++) { E_Monster mob = showedMob[Random.Range(0, showedMob.Count)]; E_Evidence evidence = opendEvi[Random.Range(0, opendEvi.Count)]; int number = GetNumOfQPM(); quest.AddQuestMob(new QuestPerMob(mob, evidence, number)); } return(quest); }
void CheckMonsterShowUp() { mobShowUpScreen.SetActive(false); int daysAfter = InGameTimeManager.GetInstance().GetDaysAfterGameStart(); string noticeBase = UIGeneralTextsManager.GetUIGeneralText("mobshowup", "notice"); mobShowUpExitBtn.onClick.AddListener(() => { mobShowUpScreen.SetActive(false); }); for (int i = (int)E_Monster.GARGOYLE; i < (int)E_Monster.MAX; i++) //가고일 부터 체크 시작. { E_Monster mob = (E_Monster)i; int showUpDay = MobEviInfoManager.GetInstance().GetMonsterShowUpDay(mob); string mobname = MobEviInfoManager.GetInstance().GetMobName(mob); string notice = noticeBase.Replace("[0]", mobname); if (daysAfter == showUpDay) { AudioThing.GetInstance().PlaySFX(AudioThing.E_SFX.GROWL); PhaseManager.GetInstance().MonsterShowUp(mob); //몬스터 출현하도록 처리 showUpMobStampedImage.sprite = SpriteManager.GetInstance().GetMobStampedSprite(mob); mobShowUpText.text = notice; mobShowUpScreen.SetActive(true); PhaseManager.GetInstance().LogDebug(); return; } } }
public void Initialize(int teamAmount, TeamManager teamManager, PhaseManager phaseManager) { _teamManager = teamManager; _phaseManager = phaseManager; _teamAmount = teamAmount; _isAttacking = true; }
/// <summary> /// Adds a catapult animation targetting the given ship /// </summary> /// <param name="target"></param> public void catapult(Ship target) { if (target != null) { PhaseManager.addCatapultAnimation(this, target); } }
protected void Init() { UnToggle(); PhaseManager phase = PhaseManager.GetInstance(); _currentPlayer = phase.CurrentPlayer; }
private IEnumerator BeginGameEffect() { if (RelicCollection == null) { RelicCollection = new RelicCollection(); } else { RelicCollection.Reset(); } if (StatisticManager == null) { StatisticManager = new StatisticManager(); } else { StatisticManager.Reset(); } // Fire a game begun event. OnGameBegun(EventArgs.Empty); yield return(Coroutines.Pause(TimingHelper.GetFrameCount(2.5f))); // Kick off the game with a coalsced phase. This should always be the Calm phase and we do want the player to be notified of this. PhaseManager.CoalescePlane(); // Add a coroutine to handle updating remaining game time. CoroutineManager.Add(UpdateRemainingGameTimeKey, UpdateGameTimer()); }
public void newPhaseCallback() { PhaseManager phaseMan = gameObject.GetComponent <PhaseManager> (); TypeFase typePhase = phaseMan.getCurrentPhase(); Debug.Log("New Phase: " + typePhase.ToString()); //TimeManager timeMan = gameObject.GetComponent<TimeManager> (); WorldTerrain wt = WorldTerrain.GetInstance(); switch (typePhase) { case TypeFase.SOWING: if (Tutorial_Plantell.init == false && !wt.areAllChunksDisabled()) { _tutMan.startTuto(new Tutorial_Plantell()); } break; case TypeFase.HARVEST: if (Tutorial_Buildings.init == false && !wt.areAllChunksDisabled()) { _tutMan.startTuto(new Tutorial_Buildings()); } break; } }
/// <summary> /// Collects this item. /// </summary> /// <param name="player">The player.</param> public override void Collect(IPlayer player) { base.Collect(player); // Force a coalesce of dimensional planes. PhaseManager.CoalescePlane(); }
public Game() { GameBuilder builder = new GameBuilder(); Cg = builder.CustomGameBuilder(); Phases = builder.PhaseManagerBuilder(); _loop = builder.LoopBuilder(Phases); Chat = builder.ChatBuilder(Cg.Chat); //ISlotContentHistory slotContentHistory = builder.SlotContentHistoryBuilder(); BotsModifiedFlag modifiedFlag = new BotsModifiedFlag(); Slots = builder.SlotBuilder(Cg.AI, FilledSlotsFunc, modifiedFlag); Bots = builder.BotBuilder(Cg.AI, Slots, modifiedFlag); //Players = new PlayerManager(this); //Match = new MatchManager(this); //Logger = new MatchLogger(this); //Maps = new MapChooser(this, Map.A_HorizonLunarColony); //todolater get this from the user. Also need to load preset //Joins = new JoinManager(this); //Loop.AddPhaselessLoop(IncrementTime, 1); }
/// <summary> /// Collects this item. /// </summary> /// <param name="player">The player.</param> public override void Collect(IPlayer player) { base.Collect(player); // Force a fold of dimensional planes. PhaseManager.FoldPlane(); }
// Start is called before the first frame update void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); spawnController = GameObject.Find("SpawnManager").GetComponent <SpawnController>(); phaseManager = GameObject.Find("GameManager").GetComponent <PhaseManager>(); }
/// <summary> /// Executes a phase of a specific index /// also runs the phase manager /// </summary> /// <param name="phase"></param> private void executePhase(int phase) { DebugControl.log("turn", "--PHASE " + phase); foreach (Ship ship in gameManager.getAllShips()) { if (ship.getCanAct()) { // checks for head on ramming where ships are in adjacent nodes if (!checkAdjHRam(ship, phase)) { ship.doAction(phase); } //if (ship.needRedirect && ship.team != GameManager.playerTeam) if (ship.NeedRedirect && ship.team.TeamType == Team.Type.ai) { int newDirection = 0; newDirection = ship.Ai.setNewShipDirection(ship); ship.hold(); ship.setFront(newDirection); ship.setSpriteRotation(); } } } handleCollisions(); handleCatapults(); handleCapture(); StartCoroutine(PhaseManager.playPhaseAnimations()); }
public void StartGame(GameState gameState, PhaseManager phaseManager) { this.gameState = gameState; this.phaseManager = phaseManager; phaseManager.NewTurn += OnNewTurn; phaseManager.TurnEnding += OnTurnEnding; phaseManager.GameStarting += OnGameStarting; LoadDecks(); for (int i = 0; i < Constants.StartHandSize; ++i) { DrawCardIfPossible(gameState.HandOverlord, gameState.DeckOverlord, CardType.Room); DrawCardIfPossible(gameState.HandRunner, gameState.DeckRunner, CardType.Hero); } gameState.MaxManaRunner = Constants.StartManaRunner; gameState.MaxManaOverlord = Constants.StartManaOverlord; roomManager = new RoomManager(); roomManager.Init(); heroManager = new HeroManager(); heroManager.Init(); effectManager = new EffectManager(); effectManager.Init(roomManager); }
public void UnsetPhaseManager(PhaseManager oldManager) { // Unset only if we're actually leaving the current phase if (m_CurrentPhase == oldManager) { m_CurrentPhase = null; } }
/// <summary> /// Adds an animation for this ship to capture the port they are on /// Sets ship stats according to capture rules /// </summary> public void capturePort() { canActAfterCollision = false; canAct = false; movedForward = false; momentum = 0; PhaseManager.addCaptureAnimation(this); }
public CombatPhase(PhaseManager phaseManager, PlayerUI playerUI, bool skipCombat, float countdownTime, FinishCountdownEvent finishCountdownEvent) : base(phaseManager) { _playerUI = playerUI; _defeatScreen = phaseManager.EndGameScreen; _skipCombat = skipCombat; _countdownTime = countdownTime; _finishCountdownEvent = finishCountdownEvent; }
void Start() { // Calculate the initial offset. offset = transform.position - target.position; phaseManager = GameObject.Find("HUDCanvas").GetComponent <PhaseManager> (); camera = GetComponent <Camera>(); }
public static PhaseManager GetInstance() { if (_instance == null) { _instance = new PhaseManager(); } return(_instance); }
public void Init(string[] playerNames) { this._playerNames = playerNames; InitialPhaseManager init = new InitialPhaseManager(); this.players = init.Create(playerNames, new List <StatoController>(this.States)); PhaseManager.GetInstance().Begin(); }
/// <summary> /// Changes camera focus to the ship that was just selected. /// </summary> void onShipSelection() { if (selected != null) { StartCoroutine(PhaseManager.Focus(selected.Position)); selected.setIconString(selected.getNumeralID()); } }
public void TMInit() { phaseManager = GetComponent <PhaseManager>(); gameTimer = gameTimeLimit; textMesh = timerText.GetComponent <TextMesh>(); textRed = new Color(255f / 255f, 0f / 255f, 0f / 255f); textBlack = new Color(0f / 255f, 0f / 255f, 0f / 255f); }
public NonMasterPositioningPhase(PhaseManager phaseManager, NetworkUIController networkUiController, CloudAnchorsExampleController cloudAnchorsController, NonMasterInstantiatingPhase instantiatingPhase) : base(phaseManager) { _networkUiController = networkUiController; _cloudAnchorsController = cloudAnchorsController; _instantiatingPhase = instantiatingPhase; _phaseManager = phaseManager; }
public MasterPositioningPhase(PhaseManager phaseManager, NetworkUIController networkUiController, CloudAnchorsExampleController cloudAnchorsController, MasterInstantiatingPhase instantiatingPhase, bool skipAR) : base( phaseManager) { _networkUiController = networkUiController; _cloudAnchorsController = cloudAnchorsController; _instantiatingPhase = instantiatingPhase; _skipAR = skipAR; }
public void OnClickBuy() { if (selected == null) { Debug.LogError("페이퍼 구입 선택 오류0"); } if (selected <= ((int)E_Monster.MAX) - 1) //몬스터 허가증인 경우 { E_Monster mob = (E_Monster)selected; Debug.Log(mob); if (PhaseManager.GetInstance().IsOpen(mob)) { Debug.Log("이미 열린것?"); HideTab(); ShowTab(); return; } else { Debug.Log("몬스터 구입"); PhaseManager.GetInstance().OpenMonsterCertificate(mob); GoldManager.GetInstance().AdjustGold(-1 * mpDic[(int)selected].price, GoldManager.E_PayType.BUY_BY_MERCHANT); HideTab(); ShowTab(); return; } } else { int eviNum = ((int)selected) - (((int)E_Monster.MAX) - 1); E_Evidence evi = (E_Evidence)eviNum; Debug.Log(evi); if (PhaseManager.GetInstance().IsOpen(evi)) { Debug.Log("이미 열린것?"); HideTab(); ShowTab(); return; } else { Debug.Log("증거품 구입"); PhaseManager.GetInstance().OpenEvidenceCertificate(evi); GoldManager.GetInstance().AdjustGold(-1 * mpDic[(int)selected].price, GoldManager.E_PayType.BUY_BY_MERCHANT); HideTab(); ShowTab(); return; } } //인벤토리에 넣어주고. //골드 까주고. }
void Init() { selected = null; miDic.Clear(); buyBtn.interactable = false; nowGold = GoldManager.GetInstance().Gold; nowGoldTxt.text = nowGold.ToString(); int miCount = (int)E_Interior.MAX; nowLang = LanguageManager.GetInstance().Language; //nowLang = E_Language.ENGLISH; for (int i = 0; i < miCount; i++) { string name = ""; string comment = ""; int price = merchantInteriorSheet.dataArray[i].Price; switch (nowLang) { case E_Language.KOREAN: name = merchantInteriorSheet.dataArray[i].Namekor; comment = merchantInteriorSheet.dataArray[i].Micmtkor; break; case E_Language.ENGLISH: name = merchantInteriorSheet.dataArray[i].Nameeng; comment = merchantInteriorSheet.dataArray[i].Micmteng; break; } int num = i; GameObject btn = Instantiate(buyInteriorBtn, buyInteriorContent.transform); btn.GetComponent <Button>().onClick.AddListener( () => { AudioThing.GetInstance().PlaySFX(AudioThing.E_SFX.CLICK); SelectInterior(num); } ); miDic.Add(num, new miBtn((E_Interior)i, btn, name, price, comment)); SetTxtsInteriorBtn(btn, price, name, (E_Interior)i); if (PhaseManager.GetInstance().IsOpen((E_Interior)i)) { btn.GetComponent <Button>().interactable = false; } } ShowDefaultComment(); GoldAdjustShow(0); }
public void SetPhaseManager(PhaseManager newManager, int debrisTotal) { m_CurrentPhase = newManager; m_DebrisTotal = debrisTotal; SyncDebrisProperties(); }
/***************************************************************************************** *| GAME METHODS | COROUTINES | *****************************************************************************************/ IEnumerator PreBeginPlay( ) { //Debug while ( Application.loadedLevelName != MatchLevel ) { yield return null; } //Initiate the grid system GridSystem.InitializeGrid( ); //Initiate the actor manager ACTOR_MANAGER = gameObject.AddComponent<ActorManager>( ); ActorManager.Instance = ACTOR_MANAGER; //Initiate the phase manager PHASE_MANAGER = gameObject.AddComponent<PhaseManager>( ); while ( !GridSystem.IsInitialized ) { yield return null; } //All systems done, we're now in game and loaded CurrentGameState = GameState.GAME; bInputEnabled = false; GameObject waitingModal = ModalWindow.Display( "WaitingForPlayersPanel" ); while ( bInEvent ) { yield return null; } //Set as ready Hashtable readyProperties = new Hashtable( ) { {"Ready", true} }; PhotonNetwork.player.SetCustomProperties( readyProperties ); //On the server if ( PhotonNetwork.isMasterClient ) { //Wait until all players are ready while ( !AllPlayersReady ) yield return null; //Transfer actor ownership int baseNum = 0; foreach ( PhotonPlayer p in PhotonNetwork.playerList ) { PlayerBase baseToBeAssigned = PlayerBase.AllBases[ baseNum ]; if ( baseToBeAssigned != null ) { //Raise PhotonView assignment event byte evCode = 0; int[] content = new int[] { baseToBeAssigned.photonView.viewID, p.ID }; RaiseEventOptions op = new RaiseEventOptions( ); op.Receivers = ExitGames.Client.Photon.ReceiverGroup.All; PhotonNetwork.RaiseEvent( evCode, content, true, op ); baseNum++; } } //Once all players are ready, begin the game photonView.RPC( "RPCBeginGame", PhotonTargets.AllBuffered ); //Destroy the modal GameObject.Destroy( waitingModal.gameObject ); } else { //Wait until the game starts while ( !bGameStarted ) yield return null; } //Destroy the modal if ( waitingModal != null ) { GameObject.Destroy( waitingModal.gameObject ); } yield return null; }
public static void ReadSceneFile(TextAsset file) { Manager = PhaseManager.Get(); CurrentPhase = new Phase(); Regex regex = new Regex(@"\t*"); string temp = regex.Replace(file.text, ""); regex = new Regex(@" {2,}"); temp = regex.Replace(temp, " "); regex = new Regex(@" *= *"); temp = regex.Replace(temp, "="); regex = new Regex(Environment.NewLine + @"{2,}"); temp = regex.Replace(temp, ""); StreamWriter newFile = new StreamWriter(Application.dataPath + @"\ParseFix.txt"); newFile.Write(temp); newFile.Close(); StreamReader fileReader = new StreamReader(Application.dataPath + @"\ParseFix.txt"); while (!fileReader.EndOfStream) { ++CurrentLine; Debug.Log("Line #" + CurrentLine); string line = fileReader.ReadLine(); if(String.IsNullOrEmpty(line) || line.Trim().Length == 0) { Debug.Log("Skipping: Empty Line"); continue; } if (line.TrimStart().Substring(0, 2) == PP.COMMENT_LINE) { Debug.Log("Skipping: Comment Line"); continue; } if (line == PP.PHASE_CLOSE) { Debug.Log("Phase Ended"); Manager.AddPhase(CurrentPhase); CurrentPhase = null; } else { switch (line.GetWord(0, " ")) { case PP.PHASE_OPEN: case PP.GLOBAL_OPEN: Debug.Log("Beginning New Phase"); CurrentPhase = new Phase(); break; case PP.GLOBAL_CLOSE: Manager.AddGlobalPhase(CurrentPhase); CurrentPhase = null; break; case PP.CUSTOM_EVENT_OPEN: string eName = line.GetWord(1, " "); eName = eName.SplitTextDelimited("=")[1]; // Since Events can have prerequisite string preReqCheck = line.GetLastWord(" "); Debug.Log("PreReqs for " + eName + ": " + preReqCheck); if (preReqCheck.SplitTextDelimited("=")[0] == PP.PARAM_EVENT_REQ) { Debug.Log("PreReqs found"); CreateCustomEvent(ref fileReader, eName, Int32.Parse(preReqCheck.SplitTextDelimited("=")[1])); } else { Debug.Log("No PreReqs found, defaulting."); CreateCustomEvent(ref fileReader, eName); } break; case PP.EVENT_BEGIN_PHASE: case PP.EVENT_ENTER_TRIGGER: case PP.EVENT_ITEM_PICKUP: case PP.EVENT_TIMER_COMPLETED: Debug.Log("Creating Event Watcher"); CreateEventWatcher(line); break; case PP.EVENT_MATH_CONDITION: CurrentPhase.AddConditional(CreateConditional(line)); break; case PP.OBJECT_TIMER: case PP.OBJECT_VARIABLE: case PP.OBJECT_SOUND: Debug.Log("Creating Object"); CreateObject(line); break; case PP.PHASE_CLOSE: break; default: Debug.Log("Couldn't parse line: " + line); break; } } } fileReader.Close(); File.Delete(Application.dataPath + @"\ParseFix.txt"); Debug.Log("Parse Successful"); }
// Use this for initialization void Start() { hexController = GameObject.FindGameObjectWithTag("GameController").GetComponent<HexController>(); boardManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<BoardManager>(); phaseManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<PhaseManager>(); specificBehavior = this.transform.GetComponent<SpecificBehavior>(); currentHex = hexController.GetNearestHex(this.transform.position); //If already on the board, snap to nearest hex. Only use this during development //if (specificBehavior.active == BoardManager.Active.Board) SnapToNearest(); this.transform.GetComponent<Rigidbody>().isKinematic = false; }
void setSecondary(){ switch (loadout.getSecondary ()) { case Loadout.LoadoutSecondary.NULL: Debug.Log ("Secondary NULL"); break; case Loadout.LoadoutSecondary.EMP: Debug.Log ("Secondary set EMP Counter"); gameObject.AddComponent<EMPManager>(); break; case Loadout.LoadoutSecondary.PHASING: Debug.Log ("Secondary set Phasing System"); gameObject.AddComponent<PhaseManager> (); phaseOn = GetComponent<PhaseManager> (); phaseEquipped = true; break; case Loadout.LoadoutSecondary.TESLA: Debug.Log ("CSecondary set Mosquito Tesla Coil"); gameObject.AddComponent<TeslaManager>(); break; case Loadout.LoadoutSecondary.FREEZE: Debug.Log ("Secondary set Freeze Ray"); gameObject.AddComponent<FreezeManager>(); break; case Loadout.LoadoutSecondary.HOLOGRAM: Debug.Log ("Secondary set Holo Duplicate"); gameObject.AddComponent<HoloManager>(); break; default: Debug.Log ("Secondary not in range"); break; } }
void Awake() { pm = this; }