Пример #1
0
 /// <summary>
 /// Resets health.
 /// </summary>
 public override void Init()
 {
     if (transform.position.z > 0)
     {
         upDownType           = UpOrDownType.Up;
         currentDriftingPoint = new Vector3(targetPosition.position.x,
                                            targetPosition.position.y,
                                            targetPosition.position.z + trainWidthForDrifting * 1.5f);
     }
     else
     {
         upDownType           = UpOrDownType.Down;
         currentDriftingPoint = new Vector3(targetPosition.position.x,
                                            targetPosition.position.y,
                                            targetPosition.position.z - trainWidthForDrifting * 1.5f);
     }
     enemyType = EnemyType.Wheeled;
     _textures = new List <Texture>();
     timer     = new Timer();
     renderers = GetComponentsInChildren <Renderer>();
     foreach (Renderer rend in renderers)
     {
         if (rend)
         {
             _textures.Add(rend.material.mainTexture);
         }
     }
 }
Пример #2
0
 /// <summary>
 /// Resets health.
 /// </summary>
 public override void Init(SceneData sceneData)
 {
     target         = sceneData.TrainCars[0].gameObject.transform;
     targetPosition = sceneData.TrainCars[0].gameObject.transform;
     System.Random r = new System.Random();
     if (transform.position.z < 0)
     {
         upDownType = UpOrDownType.Down;
     }
     if (upDownType == UpOrDownType.Up)
     {
         currentDriftingPoint = new Vector3(targetPosition.position.x,
                                            targetPosition.position.y,
                                            targetPosition.position.z + trainWidthForDrifting * 1.5f);
     }
     else
     {
         currentDriftingPoint = new Vector3(targetPosition.position.x,
                                            targetPosition.position.y,
                                            targetPosition.position.z - trainWidthForDrifting * 1.5f);
     }
     weapon.Init();
     IsActive    = true;
     MaxHealth   = maxHealth;
     Health      = MaxHealth;
     renderers   = GetComponentsInChildren <Renderer>();
     initTexture = renderers[2].material.mainTexture;
     Init();
 }