private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
private void Awake() { // Make the object a singleton if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } // Create the api reference api = new SmtApiCaller(); }
public void commenceAttack(Task attackWork) { // Debug.Log("cohort attacking " + getIt.name); masterTask = attackWork; if (armedMembers.Count > 0) { Stop(); foreach (Unit_local member in members) { if (member.stats.isArmed == false) { member.changeCohort(); member.deactivate(); } } if (attackWork.dataA == 0) { // ProcessTargetingCandidate isn't necessary because that logic is implicit in the InputHandler's response to single unit being clicked on. remainingToPerish.Add(attackWork.objectUnit); attackWork.objectUnit.cohortsAttackingThisUnit.Add(this); } else { Collider2D [] inTargetArea = Physics2D.OverlapCircleAll(attackWork.center, attackWork.dataA); foreach (Collider2D contact in inTargetArea) { ProcessTargetingCandidate(contact.gameObject); } GameObject newSensor = (GameObject)GameObject.Instantiate(Resources.Load("Sensor"), attackWork.center, Quaternion.identity); areaAttackSensor = newSensor.GetComponent <SensorBridge>(); areaAttackSensor.Setup(this, attackWork.dataA); } foreach (Unit_local attacker in members) { if (remainingToPerish.Count <= 0) { break; } assignViolentWork(attacker); } } }
// Use this for initialization void Start() { sensorBridge = SensorBridge.Instance; }