public void InitSupportClasses2() { sight = this.gameObject.AddComponent <UnitSight>(); // sight.InitSight(this, overlord, assets.sightSphere, sightRadius, mainMap.tileWidth); move = this.gameObject.AddComponent <UnitMovement> (); // move.InitMovement(mainMap, assets, baseStats.speed, baseStats.moveCosts, tileLocation); selection = this.gameObject.AddComponent <UnitSelection> (); //selection.InitSelection (this); }
public static TexSight ConvertUnitSight(UnitSight u, Camera cam) { TexSight result = default(TexSight); Vector3 vector = cam.WorldToScreenPoint(u.worldPos); result.texX = vector.x / cam.pixelWidth * (float)PostMist.texW; result.texY = vector.y / cam.pixelHeight * (float)PostMist.texH; result.sight = u.sight; result.fade = u.fade; return(result); }
void OnTriggerExit(Collider other) { //check if collideded with a unit if (other.gameObject.transform.parent.gameObject.layer == 11) { //Check if sight trigger if (other.gameObject.name == "Sight Sphere") { UnitSight us = other.gameObject.transform.parent.gameObject.GetComponent <UnitSight>(); us.AddToLost(this.gameObject); } } }
public void Pass_EnemyUnitSight(UnitSight[] sights) { if (sights == null || sights.Length < 1) { return; } for (int i = 0; i < sights.Length; i++) { UnitSight u = sights[i]; TexSight item = TexSight.ConvertUnitSight(u, this.cam); this.sightTexs.Add(item); } }
IEnumerator SpawnLoop() { m_DelayFactor = 1.0f; Debug.Log("Checking Waves"); foreach (Wave W in waves) { m_CurrentWave = W; foreach (WaveAction A in W.actions) { if (A.delay > 0) yield return new WaitForSeconds(A.delay * m_DelayFactor); if (A.message != "") { Debug.Log(A.message); } if (A.prefab != null && A.spawnCount > 0) { for (int i = 0; i < A.spawnCount; i++) { Debug.Log("Spawning " + A.prefab); GameObject obj = GenericPooler.current.GetPooledObject(A.prefab); if (targetObject != null) { tempSight = obj.GetComponent<UnitSight>(); tempSight.defaultTarget = targetObject; } if (obj != null) { obj.transform.position = transform.position; obj.transform.rotation = transform.rotation; obj.SetActive(true); } } } } waveCounter++; Debug.Log("Wave Counter" + waveCounter); yield return null; // prevents crash if all delays are 0 } Debug.Log("Spawn Loop Complete"); gameObject.SetActive(false); //m_DelayFactor *= difficultyFactor; yield return null; // prevents crash if all delays are 0 }
protected void InitSupportClasses() { Debug.Log(baseStats.type + " | " + baseStats.moveCosts); //Initialize Sight Class sight = this.gameObject.AddComponent <UnitSight>(); Debug.Log(this + " | " + sight + " | " + overlord + " | " + assets + " | " + mainMap + " | " + baseStats.sight); sight.InitSight(this, overlord, assets.sightSphere, baseStats.sight, mainMap.tileWidth); //Initialize Movement Class move = this.gameObject.AddComponent <UnitMovement> (); move.InitMovement(mainMap, assets, baseStats.speed, baseStats.moveCosts, tileLocation, con); //Initialize Selection Class selection = this.gameObject.AddComponent <UnitSelection> (); selection.InitSelection(this); //initialize body trigger bodyTrig.Init(this, mainMap); }
private void ReadUnits() { List <Units> pVPUnits = this.GetPVPUnits0(this.team); if (pVPUnits != null && pVPUnits.Count > 0) { List <UnitSight> list = new List <UnitSight>(pVPUnits.Count); foreach (Units current in pVPUnits) { UnitSight item = new UnitSight(current.mTransform.position, PostMist.sight, PostMist.fade); list.Add(item); } if (list.Count > 0) { this.Pass_MyUnitSight(list.ToArray()); } } this.ReadUnits2(); this.SetTexel(); this.SetFootPrint(); }
private void ReadUnits2() { if (!this.inited) { return; } TeamType teamType; if (this.team == TeamType.LM) { teamType = TeamType.BL; } else { teamType = TeamType.LM; } List <Units> pVPUnits = this.GetPVPUnits2(teamType); if (pVPUnits != null && pVPUnits.Count > 0) { List <UnitSight> list = new List <UnitSight>(pVPUnits.Count); foreach (Units current in pVPUnits) { Vector3 vector = this.cam.WorldToScreenPoint(current.mTransform.position); if (!this.MaskBy((int)vector.x, (int)vector.y, 0.02f)) { UnitSight item = new UnitSight(current.mTransform.position, PostMist.enemySight, PostMist.enemyFade); list.Add(item); } } if (list.Count > 0) { this.Pass_EnemyUnitSight(list.ToArray()); } } }