// Use this for initialization
    void Start()
    {
        spawnTank   = GameObject.Find("GameManager").GetComponent <SpawnTank>();
        turnManager = GameObject.Find("GameManager").GetComponent <TurnManager>();

        currentTeam = turnManager.GetActiveTeam();

        GameObject[] nearTanks = GameObject.FindGameObjectsWithTag("Unit");
        tankTeam = new ArrayList();

        foreach (GameObject tank in nearTanks)
        {
            if (tank.GetComponent <Unit>().GetTeam() == currentTeam /* && tank.name == transform.GetChild(0).gameObject.name*/)
            {
                if (transform.GetChild(0).gameObject.name.Contains("Small") && (tank.name.Contains("Small") || tank.name.Contains("Medium") || tank.name.Contains("Large")))
                {
                    tankTeam.Add(tank);
                }
                else if (transform.GetChild(0).gameObject.name.Contains("Medium") && (tank.name.Contains("Medium") || tank.name.Contains("Large")))
                {
                    tankTeam.Add(tank);
                }
                else if (transform.GetChild(0).gameObject.name.Contains("Large") && tank.name.Contains("Large"))
                {
                    tankTeam.Add(tank);
                }
            }
        }
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        USBase   = GameObject.Find("USBase");
        USSRBase = GameObject.Find("USSRBase");



        spawnTank   = GameObject.Find("GameManager").GetComponent <SpawnTank>();
        turnManager = GameObject.Find("GameManager").GetComponent <TurnManager>();

        currentTeam = turnManager.GetActiveTeam();

        if (currentTeam == "USA")
        {
            boundary = USBase;
        }
        else
        {
            boundary = USSRBase;
        }

        Vector3 boundaryOffsetX = boundary.transform.right * (boundary.transform.localScale.x / 2f) * -1f;
        Vector3 boundaryOffsetY = boundary.transform.up * (boundary.transform.localScale.y / 2f) * -1f;
        Vector3 boundaryOffsetZ = boundary.transform.forward * (boundary.transform.localScale.z / 2f) * -1f;

        boundaryLeftPos    = boundary.transform.position + boundaryOffsetX;
        boundaryRightPos   = boundary.transform.position - boundaryOffsetX;
        boundaryBackPos    = boundary.transform.position + boundaryOffsetZ;
        boundaryForwardPos = boundary.transform.position - boundaryOffsetZ;
    }