private int damageRadius; //Varies for missiles & Exp Shells //**************** void Awake() { GameObject tempObject = GameObject.Find("PlayerCamera"); Camera playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); SceneManager = tempObject.GetComponent <ScriptASceneManager>(); }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 1500; armour = 5; // subtracted from any hit damage values this enemy may receive bulletXY = new Vector3[4]; //for 4 BARRELS: offsets on the end of the turret Gun: 2x2 grid bulletXY[0] = new Vector3(0, 0, 0); bulletXY[1] = new Vector3(0, 0, 0); bulletXY[2] = new Vector3(0, 0, 0); bulletXY[3] = new Vector3(0, 0, 0); turretZOffset = 0f; // Makes Missile appear on end of 'barrel' Z and not from its pivot point state = mode.passive; attackRadius = 350; blindRadius = 100; // Switches off the targeting if too close GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); // Get Turret hinge for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "turntable") { hinge = c; } } // Get turret //for (int i = 0; i < hinge.transform.childCount; i++) { Transform c = hinge.transform.GetChild(i); if (c.name == "gun") { turret = c; } } }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 850; armour = 15; // subtracted from any hit damage values this enemy may receive state = mode.passive; attackRadius = 260; blindRadius = 70; // Switches off the targeting if too close GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); // Get Turret hinge for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "turret") { hinge = c; } } if (hinge) { for (int i = 0; i < hinge.transform.childCount; i++) { Transform c = hinge.transform.GetChild(i); if (c.name == "gun") { turret = c; } } } }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 15000; armour = 45; // subtracted from any hit damage values this enemy may receive state = mode.passive; attackRadius = 260; GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); Transform temp = null; for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "comms") { temp = c; } } // Get turret for (int i = 0; i < temp.transform.childCount; i++) { Transform c = temp.transform.GetChild(i); if (c.name == "hinge") { hinge = c; } } }
//------------------- // PREFAB FINDER //------------------- void Get_Prefab_Pointers() { GameObject tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("PlayerCamera"); Camera playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // Sound and particles // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); //pre = tempObject.GetComponent<ScriptASceneManager>(); //for (int i = 0; i < pre.objectPoolList.Length; i++) //{ // Assign Default projectile for this enemy to Shoot //if (pre.objectPoolList[i].name == "bulletTracer") { projectile = pre.objectPoolList[i]; } // Basic Thrust Particle Effect to be added to the missile so find a reference in the object pool and assign it //if (pre.objectPoolList[i].name == "P_fx_thrust01") { fx = pre.objectPoolList[i]; } //} //------------------- // Find Spawn positions for bullet sparks on Player's helicopter gunView = GameObject.Find("innerA").transform; // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too i = 0; for (i = 0; i < gunView.transform.childCount; i++) { Transform c = gunView.transform.GetChild(i); string st = c.name; //if (st.Contains("spp")) { Destroy(c.renderer); Mesh mesh = c.GetComponent<MeshFilter>().mesh; DestroyImmediate(mesh); Debug.Log("found!"); } if (st.Contains("spp")) { sparkList.Add(c); } } }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 850; armour = 15; // subtracted from any hit damage values this enemy may receive state = mode.passive; attackRadius = 260; GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); // Get Turret hinge for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesFrontSpinning") { c.renderer.enabled = false; } } for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesBackSpinning") { c.renderer.enabled = false; } } for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesFrontStill") { fRotor = c; } } for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesBackStill") { bRotor = c; } } }
//-------------------------------------------------------- // Use this for initialization //-------------------------------------------------------- //GameObject cube; void Awake() { //cube = GameObject.CreatePrimitive(PrimitiveType.Cube); layerMask = 1 << 13; // Terrain layer hits only // DontDestroyOnLoad (transform.gameObject);// KEEP CAMERA AND ALL CHILDREN THROUGH OUT GAME CYCLE // CAMERA HAS A FRUSTRUM CHILD ATTACHED as a mesh so i can use the verts to calculate waht objects are in view foreach (Transform child in transform) { //For fadeScreens //if(child.name == "blackScreen") { blackScreen = child; child.renderer.enabled = true; blackScreenOn = true; break; } if (child.name == "cameraFrustrum_prefabs") { foreach (Transform c in child.transform) { frustrum = c; frustrum.parent = null; frustrum.parent = transform; Destroy(child.gameObject); //Debug.Log(" Found Camera Frustrum"); Mesh mesh = frustrum.GetComponent <MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; FrustrumView = new Vector2[vertices.Length]; //this remains static camView = new Vector2[vertices.Length]; // this will be updated int i = 0; while (i < vertices.Length) { //Add verts to camera frustrum custom array FrustrumView[i].x = vertices[i].x; FrustrumView[i].y = vertices[i].z; // Convert the vector2 Y to the vector3 Z //Debug.Log(" Verts: " + FrustrumView[i]); i++; } //c.renderer.enabled = false; Destroy(c.gameObject); // REORDER VERTS TO SEQUENTIAL; i = 0; while (i < FrustrumView.Length) { if (i == 0) { camView[i].x = FrustrumView[0].x; camView[i].y = FrustrumView[0].y; } if (i == 1) { camView[i].x = FrustrumView[3].x; camView[i].y = FrustrumView[3].y; } if (i == 2) { camView[i].x = FrustrumView[1].x; camView[i].y = FrustrumView[1].y; } if (i == 3) { camView[i].x = FrustrumView[2].x; camView[i].y = FrustrumView[2].y; } i++; } FrustrumView = camView; camView = null; camView = new Vector2[vertices.Length]; // this will be updated //i = 0; // while (i < FrustrumView.Length) // { //Debug.Log(" Verts " + i + ": " + FrustrumView[i] ); // i++; // } } } } //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager> (); // tempObject = GameObject.Find("A_Scene_Manager"); asm = tempObject.GetComponent <ScriptASceneManager>(); // tempObject = null; Set_Fog(); }