/// <summary> /// Registers the specified game object /// </summary> /// <param name="GameObject">The object to register to the set being pointed at</param> public void RegisterGameObject(GameObject GameObject) { if (GameObject != null) { SetToAddTo.Add(GameObject); } }
public void Start() { if (interactibleObjectList != null) { Debug.Log("Object (" + name + ") added to interactible object list (" + interactibleObjectList.name + ")"); interactibleObjectList.Add(gameObject); } }
protected override StarMapTerrain CreateTerrain( GameObjectSet gos, TerrainInfo oi, StarMapBase.SyncContext context) { StarMapTerrain starMapTerrain = new StarMapTerrain(gos.App, oi.Origin, oi.Name); gos.Add((IGameObject)starMapTerrain); return(starMapTerrain); }
protected override StarMapProp CreateProp( GameObjectSet gos, StellarPropInfo oi, StarMapBase.SyncContext context) { StarMapProp starMapProp = new StarMapProp(gos.App, oi.AssetPath, oi.Transform.Position, oi.Transform.EulerAngles, 1f); gos.Add((IGameObject)starMapProp); return(starMapProp); }
protected static StarMapServer CreateServer( GameObjectSet gos, ServerInfo oi, StarMapBase.SyncContext context) { StarMapServer starMapServer = new StarMapServer(gos.App, oi.Origin, oi.name, oi.map, oi.version, oi.players, oi.maxPlayers, oi.ping, oi.passworded); gos.Add((IGameObject)starMapServer); return(starMapServer); }
protected override StarMapNodeLine CreateNodeLine( GameObjectSet gos, NodeLineInfo oi, StarMapBase.SyncContext context) { StarMapNodeLine starMapNodeLine = new StarMapNodeLine(this.App, this._db.GetStarSystemOrigin(oi.System1ID), this._db.GetStarSystemOrigin(oi.System2ID)); gos.Add((IGameObject)starMapNodeLine); return(starMapNodeLine); }
protected override StarMapFilter CreateFilter( GameObjectSet gos, StarMapViewFilter type, StarMapBase.SyncContext context) { StarMapFilter starMapFilter = new StarMapFilter(this.App); starMapFilter.SetFilterType(type); gos.Add((IGameObject)starMapFilter); return(starMapFilter); }
protected override StarMapProvince CreateProvince( GameObjectSet gos, ProvinceInfo oi, StarMapBase.SyncContext context) { StarMapProvince starMapProvince = new StarMapProvince(this.App); starMapProvince.SetLabel(oi.Name); gos.Add((IGameObject)starMapProvince); return(starMapProvince); }
protected override StarMapSystem CreateSystem( GameObjectSet gos, StarSystemInfo oi, StarMapBase.SyncContext context) { StellarClass stellarClass = StellarClass.Parse(oi.StellarClass); StarDisplayParams displayParams = StarHelper.GetDisplayParams(stellarClass); StarMapSystem starMapSystem = new StarMapSystem(gos.App, displayParams.AssetPath, oi.Origin, StarHelper.CalcRadius(stellarClass.Size) / StarSystemVars.Instance.StarRadiusIa, oi.Name); gos.Add((IGameObject)starMapSystem); return(starMapSystem); }
protected override StarMapSystem CreateSystem( GameObjectSet gos, StarSystemInfo oi, StarMapBase.SyncContext context) { StellarClass stellarClass = StellarClass.Parse(oi.StellarClass); StarMapSystem starMapSystem = new StarMapSystem(this.App, StarHelper.GetDisplayParams(stellarClass).AssetPath, oi.Origin, StarHelper.CalcRadius(stellarClass.Size) / StarSystemVars.Instance.StarRadiusIa, oi.Name); starMapSystem.SetSensorRange(this._sim.GameDatabase.GetSystemStratSensorRange(oi.ID, this._sim.LocalPlayer.ID)); gos.Add((IGameObject)starMapSystem); return(starMapSystem); }
// -- // public void AddInSet() { if (_set == null) { Debug.LogWarning(string.Format("Can not add GameObject \"{0}\" in set because it is null", gameObject.name), gameObject); return; } if (!inSet) { inSet = _set.Add(gameObject); } }
public void ActivatePlayers() { for (int i = 0; i < players.NumElements; ++i) { Player p; players.Spawn(out p); playerSet.Add(p.gameObject); p.transform.position = spawnPoints.Count > 0 ? spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position : Vector3.zero; p.Activate(); } }
protected override StarMapFleet CreateFleet( GameObjectSet gos, FleetInfo oi, StarMapBase.SyncContext context) { StarMapFleet o = new StarMapFleet(this.App, this._db.AssetDatabase.GetMiniShipDirectory(this._sim.App, this._db.GetFactionName(this._db.GetPlayerFactionID(oi.PlayerID)), oi.Type, this._db.GetShipInfoByFleetID(oi.ID, false).ToList <ShipInfo>()).ID); if (oi.PlayerID == this._sim.LocalPlayer.ID) { o.SetSensorRange(GameSession.GetFleetSensorRange(this.App.AssetDatabase, this._db, oi.ID)); } this.UpdateFleet(o, oi, context); gos.Add((IGameObject)o); return(o); }