public void init( NetworkPrefabLoader loader, GameData.TEAM team, EntityPlayer entity, Rigidbody rigidBody, Vector3 position, Vector3 to) { PhysicsLayer.SET_ATTACK(prefab, team); reader.enabled = true; reader.m_entity = entity; loadRocketModel.networkloader = loader; loadExplosionModel.networkloader = loader; loadRocketModel.team = team; loadExplosionModel.team = team; move.m_rigidBody = rigidBody; destroyNetworkObject.obj = entity.gameObject; destroyNetworkObject.isNetworkedObject = true; if (team == GameData.TEAM.RED) { loadExplosionPlayer.layer = PHYSICS_LAYER.LAYER_RED_ATTACK; } else { loadExplosionPlayer.layer = PHYSICS_LAYER.LAYER_BLUE_ATTACK; } this.transform.parent = entity.transform; this.transform.localPosition = Vector3.zero; this.transform.localRotation = Quaternion.identity; entity.transform.position = position; entity.transform.LookAt(to); }
//public NEntity.NScript.EntityScriptReader reader; //public NEntity.NScript.LoadNetworkPrefab loadRocketModel; //public NEntity.NScript.MoveForward move; //public NEntity.NScript.LoadNetworkPrefab loadExplosionModel; //public NEntity.NScript.LoadPrefab loadExplosionPlayer; //public NEntity.NScript.GameObjectDestroy destroyNetworkObject; public void init( NetworkPrefabLoader loader, GameData.TEAM team, EntityPlayer entity, Rigidbody krigidBody, Vector3 position, Vector3 to) { PhysicsLayer.SET_ATTACK(m_prefab, team); m_team = team; m_networkloader = loader; m_networkloader.RpcLoadPrefab_ParentMe(PREFAB_ID.GRENADE, team); krigidBody.AddForce(entity.transform.rotation * m_initialForce, ForceMode.Impulse); //krigidBody.isKinematic = false; //m_explosion.gameObject.SetActive(false); m_entity = entity; m_rigidbody = krigidBody; //Debug.Log(m_rigidbody); m_networkloader = loader; m_triggerEnter.m_isRepeat = true; m_triggerEnter.resetCollisionCheck(); m_triggerEnter.addHdr(onCollision); m_prefab.setLayer(PhysicsLayer.GET_LAYER( (team == GameData.TEAM.RED) ? PHYSICS_LAYER.LAYER_RED_ATTACK : PHYSICS_LAYER.LAYER_BLUE_ATTACK)); }
public void init(GameData.TEAM team) { PhysicsLayer.SET_ATTACK(m_prfAttack, team); PhysicsLayer.SET_SHIELD(m_prfShield, team); }