public override void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation) { vehicle = ((GameObject)Instantiate(vehiclePrefab.gameObject, position, rotation)).GetComponent <Vehicle>(); vehicle.transform.parent = transform; vehicle.OnDamage += OnVehicleDamage; vehicle.OnDie += OnVehicleDie; vehicle.Initialize(); if (weaponPrefab != null) { vehicle.SetPrimaryWeapon(weaponPrefab); } Targeting.AddTargetable(Team, vehicle); var neighrbourSensor = GetComponentInChildren <NeighbourSensor>(); if (neighrbourSensor != null) { neighrbourSensor.transform.parent = vehicle.transform; } var soundSensor = GetComponentInChildren <SoundSensor>(); if (soundSensor != null) { soundSensor.transform.parent = vehicle.transform; } var missileSensor = GetComponentInChildren <MissileSensor>(); if (missileSensor != null) { missileSensor.transform.parent = vehicle.transform; } }
public override void InitVehicle(Vehicle vehiclePrefab, VehicleGun weaponPrefab, Vector3 position, Quaternion rotation) { vehicle = Instantiate(vehiclePrefab.gameObject, position, rotation).GetComponent <Vehicle>(); vehicle.transform.parent = transform; Utility.SetLayerRecursively(vehicle.transform, LayerMask.NameToLayer("Player")); vehicle.OnDamage += OnVehicleDamage; vehicle.OnDie += OnVehicleDie; vehicle.Initialize(); if (weaponPrefab != null) { vehicle.SetPrimaryWeapon(weaponPrefab); } vehicle.MaxHealth *= 2f; vehicle.Health = vehicle.MaxHealth; Targeting.AddTargetable(Team, vehicle); }