// Use this for initialization void Start() { if (identity == null) { identity = GetComponent <UnitIdentity>(); } if (engine == null) { engine = GetComponent <ShipEngine>(); } if (weaponHolder == null) { weaponHolder = GetComponent <ShipboardWeaponHolder>(); } if (health == null) { health = GetComponent <Health>(); } if (sheild == null) { sheild = GetComponent <Sheild>(); } if (master != null) { master.Register(this); } }
public void Initialize(ShipboardWeaponHolder target) { this.targetWeaponHolder = target; this.index = 0; if (!weaponSlotValid) { hidden = true; } else { hidden = false; int slotChangingButtonsCount = slotChangingButtons.Length; int targetWeaponSlotsCount = target.weaponSlots.Count; if (targetWeaponSlotsCount < 2) { for (int i = 0; i < slotChangingButtonsCount; i++) { var curButton = slotChangingButtons[i]; curButton.gameObject.SetActive(false); } } else { for (int i = 0; i < slotChangingButtonsCount; i++) { var curButton = slotChangingButtons[i]; curButton.gameObject.SetActive(i < targetWeaponSlotsCount); } } SetIndex(0); RenewValues(); } }
public void SetTarget(Unit target) { if (target == null) { Clear(); return; } this.target = target.engine; this.weaponHolder = target.weaponHolder; this.visualizeWeaponIndex = 0; }
public void Clear() { target = null; weaponHolder = null; for (int i = 0; i < movementBeaconParent.childCount; i++) { movementBeaconParent.GetChild(i).gameObject.SetActive(false); } if (fireBeacon != null) { fireBeacon.SetActive(false); } if (ceaseBeacon != null) { ceaseBeacon.SetActive(false); } }