void Awake()
 {
     aiGrnd = GetComponent <AI_GroundAttack>();
     myRWR  = GetComponent <RWR>();
     myRb   = GetComponent <Rigidbody>();
     airAI  = GetComponent <AI_Aircraft>();
     flare  = GetComponent <FlareEmitter>();
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (localPlayerRWR == null)
        {
            if (debug)
            {
                Debug.LogWarning("Local player rwr null, pinging set to false");
            }

            rwrIcon.showPingResult(false, 0.0f, 0.0f);

            GameObject localPlayer = GameManager.getGM().localPlayer;
            if (localPlayer != null)
            {
                localPlayerRWR  = GameManager.getGM().localPlayer.GetComponent <RWR>();
                localPlayerFlow = localPlayerRWR.GetComponent <CombatFlow>();
                if (debug)
                {
                    Debug.LogWarning("Found local player: " + localPlayerFlow.gameObject.name);
                }
                //
            }
        }

        // don't ping yourself
        // can find localPlayerRWR
        // no friendly pings
        if (!myFlow.isLocalPlayer && localPlayerRWR != null && myFlow.team != localPlayerFlow.team)
        {
            if (debug)
            {
                Debug.LogWarning("Counting down timer");
            }

            if (pingTimer())
            {
                if (debug)
                {
                    Debug.LogWarning("Trying to ping");
                }
                tryPing();
            }
        }

        if (myFlow.isLocalPlayer)
        {
            if (rwrIcon != null)
            {
                GameObject.Destroy(rwrIcon.gameObject);
            }
        }
    }
示例#3
0
    private int countMissilesAgainstTarget(CombatFlow target)
    {
        RWR targetRWR = target.rwr;

        int missiles = 0;

        if (targetRWR != null)
        {
            missiles = targetRWR.incomingMissiles.Count;
        }

        // use target's rwr to find missiles launched by this aircraft
        return(missiles);
    }
    void Awake()
    {
        // start these vectors with some magnitude, helps facilitate rotation lerping
        targetDir  = transform.forward;
        currentDir = transform.forward;

        myFlow         = GetComponent <CombatFlow>();
        dirAI          = GetComponent <DirectionAI>();
        engine         = GetComponent <EngineControl>();
        myRb           = GetComponent <Rigidbody>();
        rwr            = GetComponent <RWR>();
        aiTgtComputer  = GetComponent <AI_TgtComputer>();
        mslAvoid       = GetComponent <AI_MissileEvade>();
        aiGroundAttack = GetComponent <AI_GroundAttack>();
    }
示例#5
0
    private void Awake()
    {
        myRadar = GetComponent <Radar>();
        rwr     = GetComponent <RWR>();
        creepAI = GetComponent <CreepControl>();
        myRb    = GetComponent <Rigidbody>();

        if (CombatFlow.combatUnits == null)
        {
            CombatFlow.combatUnits = new List <CombatFlow>();
        }

        if (showInWorldList)
        {
            CombatFlow.combatUnits.Add(this);
        }

        seenBy          = new List <int>();
        gameObject.name = abbreviation;
    }