public void Cmdchange_fac(Types.Faction _fac, int _idx) { print("Cmdchange_fac"); ManagerInstance.update_min_players(); RpcChangefac(_fac); //fac = _fac; //ManagerInstance.OnPlayerChangeFaction (idx); }
public void init(Collider _col, Types.Faction _fac, float _radius) { champ_col = _col; host = _col.gameObject.GetComponent <Unit> (); fac = _fac; GetComponent <CapsuleCollider> ().radius = _radius; targets = new List <GameObject> (); listedby = new List <GameObject> (); temp_untargetable = new List <GameObject> (); }
//init functions, it's not the same one in Unit, so cannot be called directly from Unit public void init(List <GameObject> _wps, Minion_Type _type = Minion_Type.OTHER, Types.Faction _fac = Types.Faction.OTHER) { init_pre(); type = _type; fac = _fac; cur_tgt_idx = 0; rb = GetComponent <Rigidbody> (); ui = Utility.get_UI(transform.parent.gameObject); //navagent = transform.parent.FindChild ("NavUnit").gameObject.GetComponent<NavMeshAgent> (); //navagent.updateRotation = false; //navagent.transform.SetParent (null); //init mesh and stats switch (_type) { case Minion_Type.MELEE: load_stats_MELEE(); break; case Minion_Type.CASTER: load_stats_CASTER(); break; case Minion_Type.CANNON: load_stats_CANNON(); break; case Minion_Type.SUPER: load_stats_SUPER(); break; default: load_stats_DEFAULT(); //this one should not be called break; } //TODO: temp set texture color switch (_fac) { case Types.Faction.BLUE: break; case Types.Faction.RED: break; } wps = _wps; if (wps.Count > 0) { moveto(wps [0]); } init_post(); }
void init(Types.Lanes _lane = Types.Lanes.OTHER, Types.Faction _fac = Types.Faction.OTHER) { //fac = _fac; //lane = _lane; type = WaveType.NORMAL; wave_active = false; timer_wave = new Utility.Timer(GameSceneConsts.minion_wave_interval); timer_wave.finish(); timer_micro = new Utility.Timer(GameSceneConsts.minion_spawn_interval); timer_wave.start_timer(); timer_micro.start_timer(); //load Resources minion_prefab = Resources.Load("Prefabs/Minions/minion_test") as GameObject; }
public void RpcChangefac(Types.Faction _fac) { //if (!isLocalPlayer) // return; print("RpcChangefac"); fac = _fac; if (_fac != Types.Faction.OTHER) { ManagerInstance.OnPlayerChangeFaction(idx); } else { ManagerInstance.OnPlayerChangeFaction(idx, true); } }
public List <GameObject> guardians; //struct can only be targeted when its guardians are all dead public void Structinit(Types.Faction _fac, Structure.Structure_type _type) { init(); fac = _fac; type = _type; }
public void OnTeamChanging(Types.Faction _fac) { print("OnTeamChanging"); //fac = _fac; //ManagerInstance.OnPlayerChangeFaction (idx); }
public void Towerinit(Types.Faction _fac, Tower.Tower_type _type) { init(); fac = _fac; type = _type; }
//called by lobby manager public void takedown_paras(Champion.champion_name _name, Types.Faction _fac, int _idx) { idx = _idx; fac = _fac; champ_type = _name; }