示例#1
0
    void Awake()
    {
        StartHealth = health;

        mySpawnPS   = Instantiate(spawnPrefab).GetComponent <ParticleSystem>();
        flight      = GetComponent <SSFlight>();
        engineSound = GetComponent <SSEngineSound>();
        shield      = GetComponent <SSShield>();
        team        = GetComponent <SSTeam>();
    }
示例#2
0
    void Start()
    {
        flight = GetComponent <SSFlight>();

        mainModules = new ParticleSystem.MainModule[particleSystems.Length];
        initSpeed   = new float[particleSystems.Length];
        initSize    = new float[particleSystems.Length];
        for (int i = 0; i < particleSystems.Length; i++)
        {
            mainModules[i] = particleSystems[i].main;
            initSpeed[i]   = mainModules[i].startSpeedMultiplier;
            initSize[i]    = mainModules[i].startSizeMultiplier;
        }
    }
示例#3
0
文件: SSTeam.cs 项目: kostasvs/Alkis
    void Start()
    {
        // set layer depending on team
        gameObject.layer = baseLayer + team;

        // update shield team
        var shield = GetComponent <SSShield>();

        if (shield)
        {
            shield.AssignTeam(team);
        }

        if (team == 1)
        {
            // update meshes
            foreach (var item in meshFilters)
            {
                if (!meshPairs.ContainsKey(item.sharedMesh))
                {
                    CreateMeshPair(item.sharedMesh);
                }
                item.sharedMesh = meshPairs[item.sharedMesh];
            }
            // update particle systems
            foreach (var item in particleSystems)
            {
                var color = item.colorOverLifetime;
                color.color = particleColorTo;
            }
            // update laser gun
            var laser = GetComponent <SSLaser>();
            if (laser != null)
            {
                foreach (var item in laser.barrels)
                {
                    var bPrt = item.GetComponent <ParticleSystem>();
                    if (bPrt != null)
                    {
                        var color = bPrt.colorOverLifetime;
                        color.color = particleColorTo;
                    }
                }
            }
        }
        flight = GetComponent <SSFlight>();
        list.Add(this);
    }
示例#4
0
    private void Start()
    {
        // get our audioSource
        auEngine = GetComponent <AudioSource>();

        // set random playback pos
        auEngine.time = Random.value * auEngine.clip.length;

        // play if enabled
        if (auEngine.enabled)
        {
            auEngine.Play();
            hasEngineSound = true;
        }

        // get parameters
        soundRangeSqr = auEngine.maxDistance * auEngine.maxDistance;
        flight        = GetComponent <SSFlight>();

        // repeated listener range checks
        InvokeRepeating(nameof(CheckListener), listenerCheckInterval * Random.value,
                        listenerCheckInterval);
    }
示例#5
0
 void Start()
 {
     flight = GetComponent <SSFlight>();
     team   = GetComponent <SSTeam>();
     laser  = GetComponent <SSLaser>();
 }
示例#6
0
 void Awake()
 {
     flight = GetComponent <SSFlight>();
     laser  = GetComponent <SSLaser>();
 }