void Start() { switch (Type) { case 0: // Engine Sound. This_AudioSource.loop = true; This_AudioSource.volume = 0.0f; This_AudioSource.Play(); // In case of "Physics_Track". if (transform.parent.GetComponentInChildren <Static_Track_CS> () == null) { Set_Reference(); } break; case 1: // Impact Sound. This_AudioSource.loop = false; MainBody_RigidBody = GetComponent <Rigidbody> (); break; case 2: // Turret Motor Sound. This_AudioSource.loop = true; Turret_Script = GetComponent <Turret_Horizontal_CS> (); break; case 3: // Cannon Motor Sound. This_AudioSource.loop = true; Cannon_Script = GetComponent <Cannon_Vertical_CS> (); break; } }
void Start() { control_angles = GetComponent <Control_Angles>(); cannon_vertical = cannon_base.GetComponent <Cannon_Vertical_CS>(); cannon_fire = cannon_base.GetComponent <Cannon_Fire_CS>(); turret_horizontal = turret_objects.GetComponentInChildren <Turret_Horizontal_CS>(); turret_base = turret_horizontal.gameObject; }
void Complete_Turret() { // Called from 'Turret_Finishing". This_Transform = transform; Current_Angle = This_Transform.localEulerAngles.x; Max_Elevation = Current_Angle - Max_Elevation; Max_Depression = Current_Angle + Max_Depression; Grabity = Physics.gravity.y; Turret_Horizontal_Script = transform.parent.GetComponent <Turret_Horizontal_CS>(); Cannon_Fire_Script = GetComponent <Cannon_Fire_CS>(); }
void Complete_Turret() { // Called from 'Turret_Finishing" when the sorting is finished. This_Transform = transform; Turret_Horizontal_Script = GetComponentInParent <Turret_Horizontal_CS>(); MainBody_Setting_CS Temp_Script = GetComponentInParent <MainBody_Setting_CS>(); if (Temp_Script) { MainBody_Rigidbody = Temp_Script.GetComponent <Rigidbody>(); } }
void Complete_Turret() // Called from 'Turret_Finishing". { switch (Type) { case 2: // Turret MainBody_Transform = GetComponentInParent <MainBody_Setting_CS> ().transform; Parent_Transform = transform.parent; // Turret_Base Turret_Horizontal_Script = Parent_Transform.GetComponent <Turret_Horizontal_CS> (); break; case 3: // Cannon Parent_Transform = transform.parent; // Cannon_Base Cannon_Fire_Script = Parent_Transform.GetComponent <Cannon_Fire_CS> (); break; case 4: // Barrel Parent_Transform = transform.parent.parent; // Cannon_Base Cannon_Fire_Script = Parent_Transform.GetComponent <Cannon_Fire_CS> (); break; } }