示例#1
0
 void Awake()
 {
     sr      = GetComponent <SpriteRenderer>();
     tilemap = GetComponentInParent <Tilemap>();
     piping  = GetComponentInParent <Piping>();
     sprites = normalSprites;
 }
示例#2
0
    void Start()
    {
        sr      = GetComponent <SpriteRenderer>();
        tilemap = GetComponentInParent <Tilemap>();
        piping  = GetComponentInParent <Piping>();

        SetupPathingAndSprite();
        materialRegularWater = sr.material;
        colorRegularWater    = sr.color;
        ChangeMaterialHotWaterPipe();
    }
    void Awake()
    {
        sr      = GetComponent <SpriteRenderer>();
        tilemap = GetComponentInParent <Tilemap>();
        piping  = GetComponentInParent <Piping>();

        if (hotWaterDirs.Count != 0)
        {
            sprites = heaterSprites;
        }
        else
        {
            sprites = normalSprites;
        }
    }
示例#4
0
    public void reloadConnections()
    {
        //TODO use job system for this
        Debug.Log("reloading Connections for: " + this.gameObject);

        List <GameObject> available = Piping.getInRange(20.0f, this.transform);

        clearPipes();

        //Debug.Log("available: " + available);
        sortListByPriority(available);

        foreach (GameObject energyTarget in available)
        {
            if (connections.Contains(energyTarget.GetComponent <EnergyContainer>()) || inNetwork(energyTarget.GetComponent <EnergyContainer>()) || energyTarget.GetComponent <Structure>().isSalvaging())
            {
                continue;
            }
            else
            {
                connections.Add(energyTarget.GetComponent <EnergyContainer>());
                energyTarget.GetComponent <EnergyContainer>().addConnection(this);
                Piping.createPipes(this.transform, energyTarget.transform, pipeObjects);

                if (network == null && energyTarget.GetComponent <EnergyContainer>().getNetwork() == null)
                {
                    createNetwork(energyTarget.GetComponent <EnergyContainer>());
                    energyTarget.GetComponent <EnergyContainer>().setNetwork(network);
                }
                else if (network == null)
                {
                    Debug.Log("found existing energy network, adding self");
                    this.setNetwork(energyTarget.GetComponent <EnergyContainer>().getNetwork());
                    //network.Add(this);
                }
                else
                {
                    energyTarget.GetComponent <EnergyContainer>().setNetwork(network);
                }
            }
        }
    }