public override Part clone() { SteelCore ret = new SteelCore(); Part.copy(this, ret); return(ret); }
public void startUp() { //set clock simTime = 0.0f; //ability dictionary shoot newShoot = new shoot(); newShoot.Initialize(); newShoot.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; UniTable.abilityDictionary.Add(UniTable.classGuid[typeof(shoot)], newShoot); switchWeapon newSwitchWeapon = new switchWeapon(); newSwitchWeapon.Initialize(); newSwitchWeapon.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; UniTable.abilityDictionary.Add(UniTable.classGuid[typeof(switchWeapon)], newSwitchWeapon); //parts dictionary Part mp = new Part(); UniTable.partDictionary.Add(UniTable.classGuid[typeof(Part)], mp); SteelCore sc = new SteelCore(); sc.slots.Add(Part.slot.core); UniTable.partDictionary.Add(UniTable.classGuid[typeof(SteelCore)], sc); //weapon dictionary FlakGunWeapon newFlakGun = new FlakGunWeapon(); newFlakGun.displayName = "Flak Gun"; newFlakGun.range = 5; newFlakGun.damage = 35; newFlakGun.maxAmmo = 8; newFlakGun.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; newFlakGun.slots.Add(Part.slot.weapon1); newFlakGun.slots.Add(Part.slot.weapon2); UniTable.partDictionary.Add(UniTable.classGuid[typeof(FlakGunWeapon)], newFlakGun); LasGunWeapon newLasGun = new LasGunWeapon(); newLasGun.displayName = "LasGun"; newLasGun.range = 2; newLasGun.damage = 45; newLasGun.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; newLasGun.slots.Add(Part.slot.weapon1); newLasGun.slots.Add(Part.slot.weapon2); UniTable.partDictionary.Add(UniTable.classGuid[typeof(LasGunWeapon)], newLasGun); //units dictionary //these rely on the above Mech m = this.transform.gameObject.AddComponent <Mech>(); m.Initialize(); UniTable.unitDictionary.Add(UniTable.classGuid[typeof(Mech)], m); //define template rules regarding parts ownership and templated parts Mech inter = this.makeIntercessorTemplate(); UniTable.unitDictionary.Add(new Guid("a36f8211-608f-4afc-be6f-27f5b6143019"), inter); //prefabs Table UniTable.prefabTable.Add(typeof(Mech), Resources.Load <Transform>("Mech") as Transform); initCrafting(); }