void CreateAndInitSoldier() { RespawnPointCollection resPointCol = respawnPointCollection; GameObject sold = resPointCol.CreateSoldier(); Init_SetControlledSoldier(sold); AddMachineGunActToSoldier(controlledSoldier); }
void CreateAndInitSoldier() { if (resetCurLaneForNewSoldiers) { SetSoldierCurrentLaneNum(0, true); } RespawnPointCollection resPointCol = fightReg.respawnPointCollection; GameObject sold = resPointCol.CreateSoldier(); //currentSoldier = sold; Init_SetControlledSoldier(sold); AddFightRegActToSoldier(controlledSoldier); SetCurrentSoldierOwner(this); counterOfCreatedSoldiers++; }
void Awake() { fightPoints = transform.GetComponentsInChildren <FightPoint>(); movementCurves = transform.GetComponentsInChildren <AntaresBezierCurve>(); respawnPointCollection = transform.GetComponentInChildren <RespawnPointCollection>(); }