public void argInit(List <ActionReq> actions, PlayBoard2D pb, CellStruct[,] pGrid, CellStruct[,] eGrid) { this.actions = actions; this.pb = pb; this.pGrid = pGrid; this.eGrid = eGrid; }
void Start() { //Debug.Log("PlayerConnectionObj Start. Local: " + isLocalPlayer.ToString()); UIController.instance.DBPWrite("Player " + this.playerId.ToString() + " joined!"); if (isServer) //We're the object on the server, need to link up to logic core //Debug.Log("pco init: This is the server"); { GameObject logicCoreObj = GameObject.FindGameObjectWithTag("LogicCore"); if (logicCoreObj != null) { this.lc = logicCoreObj.GetComponent <LogicCore>(); //Debug.Log("pco init: Logic core found by server instance of player: " + this.lc.ToString()); } //else //Debug.Log("pco init: Found no logic Core server instance of player"); } if (isLocalPlayer) // We're the local player, need to grab out grids, set their owner, set color //Debug.Log("pco init: This is the local player"); //distinguish name? bad idea? { gameObject.name = gameObject.name + "Local"; //Find our UIC and do it's setup UIController.instance = GameObject.FindGameObjectWithTag("UIGroup").GetComponent <UIController>(); UIController.instance.DBPWrite("Player " + this.playerId.ToString() + " joined!"); //Find our local playboard, and get grids this.pb = GameObject.FindGameObjectWithTag("PlayBoard").GetComponent <PlayBoard2D>(); // Find the playboard in the scene this.pb.pobj = this; //this.ip = GameObject.FindGameObjectWithTag("InputProcessor").GetComponent<InputProcessor>(); InputProcessor.instance.RegisterReport(this); this.isReady = true; //Now we can recieve RPC's ready's set this.CmdRequestGameStateUpdate(); this.CmdRequestGridUpdate(); } }
public override void Init(List <ActionReq> actions, PlayBoard2D pb, CellStruct[,] pGrid, CellStruct[,] eGrid) { base.argInit(actions, pb, pGrid, eGrid); projectile = GetComponent <SpriteRenderer>(); orig_z = transform.position.z; orig_scale = transform.localScale; hitParticle = transform.Find("HitParticle").GetComponent <ParticleSystem>(); trailParticle = GetComponent <ParticleSystem>(); rock = transform.Find("Rock").gameObject; rockSpriteRend = rock.GetComponent <SpriteRenderer>(); ActionReq a = actions[0]; GameGrid2D gg = a.t == pb.pobj.playerId ? pb.playerGrid : pb.enemyGrid; // Select grid to get coord's Cell2D cell = gg.GetCell(a.loc[0]); this.startpos = a.p == pb.pobj.playerId ? pb.playerShotOrig : pb.enemyShotOrig; this.transform.position = startpos; this.endpos = cell.transform.position; }
public override void Init(List <ActionReq> actions, PlayBoard2D pb, CellStruct[,] pGrid, CellStruct[,] eGrid) { base.argInit(actions, pb, pGrid, eGrid); float setDelay = 0; foreach (ActionReq ar in actions) { GameObject go = Instantiate(fireRes); FireResolution fres = go.GetComponent <FireResolution>(); fres.Init(new List <ActionReq>() { ar }, pb, pGrid, eGrid); fres.delay = setDelay; setDelay += delay; shots.Add(fres); } }
public abstract void Init(List <ActionReq> actions, PlayBoard2D pb, CellStruct[,] pGrid, CellStruct[,] eGrid);
public override void Init(List <ActionReq> actions, PlayBoard2D pb, CellStruct[,] pGrid, CellStruct[,] eGrid) { base.argInit(actions, pb, pGrid, eGrid); }