public void ChangeComponent(SubEngineType _engineType) { GameObject _tempEngine = null; Destroy(currentSubBehaviour.EngineObject.gameObject); engineType = _engineType; switch (_engineType) { case SubEngineType.None: break; case SubEngineType.Light: _tempEngine = Instantiate(lightEngine, currentSubBehaviour.GetEnginePlace.transform.position, Quaternion.identity, currentSub.transform); break; case SubEngineType.Medium: _tempEngine = Instantiate(mediumEngine, currentSubBehaviour.GetEnginePlace.transform.position, Quaternion.identity, currentSub.transform); break; case SubEngineType.Heavy: _tempEngine = Instantiate(heavyEngine, currentSubBehaviour.GetEnginePlace.transform.position, Quaternion.identity, currentSub.transform); break; default: break; } currentSubBehaviour.EngineObject = _tempEngine; }
public static SubEnineSettings GetEngineSettings(SubEngineType _type) { if (subEngineSettings.TryGetValue(_type, out SubEnineSettings value)) { return(value); } Debug.LogError("Subengine values not found"); return(new SubEnineSettings(0, 0)); }
public void CreateObject(SubCreatorUIManager _manager, string _title, string _description, string _leveltxt, Sprite _img, SubEngineType _engine) { manager = _manager; objectTitle.text = _title; objectDescription.text = _description; objectLevelText.text = _leveltxt; previewImage.sprite = _img; engineType = _engine; }
/* * [Header("Special Prefabs:")] * public GameObject temp;*/ public void CreateSubOnBoot() { baseType = (SubBaseType)GameManager.SP.playerData.subBaseSelected; engineType = (SubEngineType)GameManager.SP.playerData.subEngineSelected; cannonType = (SubCannonType)GameManager.SP.playerData.subCannonSelected; specialType = (SubSpecialType)GameManager.SP.playerData.subSpecialSelected; currentSub = CreateSub(baseType, engineType, cannonType, specialType); SetMeshPosition(new Vector3(5.6f, 3.1f, 0)); DontDestroyOnLoad(currentSub); Debug.Log("Creating sub on boot"); }
private SubObjectData CreateSubObject(string title, string desc, string level, Sprite img, SubEngineType _type) { GameObject temp = Instantiate(objectPrefab.gameObject, subObjectParent.transform.position, Quaternion.identity, subObjectParent.transform);//create ui object SubObjectData _data = temp.GetComponent <SubObjectData>(); _data.CreateObject(this, title, desc, level, img, _type); return(_data); }
public GameObject CreateSub(SubBaseType _base, SubEngineType _engine, SubCannonType _cannon, SubSpecialType _special) { baseType = _base; engineType = _engine; cannonType = _cannon; specialType = _special; GameObject _tempBase = null; GameObject _tempEngine = null; GameObject _tempCannon = null; switch (_base) { case SubBaseType.None: Debug.LogError("No base selected"); break; case SubBaseType.Medium: _tempBase = Instantiate(mediumBase, transform.position, Quaternion.identity); break; case SubBaseType.Heavy: _tempBase = Instantiate(heavyBase, transform.position, Quaternion.identity); break; case SubBaseType.Light: _tempBase = Instantiate(lightBase, transform.position, Quaternion.identity); break; default: break; } currentSubBehaviour = _tempBase.GetComponent <SubBaseBehaviour>(); switch (_engine) { case SubEngineType.None: break; case SubEngineType.Light: _tempEngine = Instantiate(lightEngine, currentSubBehaviour.GetEnginePlace.transform.position, Quaternion.identity, _tempBase.transform); break; case SubEngineType.Medium: _tempEngine = Instantiate(mediumEngine, currentSubBehaviour.GetEnginePlace.transform.position, Quaternion.identity, _tempBase.transform); break; case SubEngineType.Heavy: _tempEngine = Instantiate(heavyEngine, currentSubBehaviour.GetEnginePlace.transform.position, Quaternion.identity, _tempBase.transform); break; default: break; } switch (_cannon) { case SubCannonType.None: break; case SubCannonType.Torpedo: _tempCannon = Instantiate(torpedoCannon, currentSubBehaviour.GetCannonPlace.transform.position, Quaternion.identity, _tempBase.transform); break; case SubCannonType.Minigun: _tempCannon = Instantiate(minigunCannon, currentSubBehaviour.GetCannonPlace.transform.position, Quaternion.identity, _tempBase.transform); break; case SubCannonType.Ram: _tempCannon = Instantiate(ramCannon, currentSubBehaviour.GetCannonPlace.transform.position, Quaternion.identity, _tempBase.transform); break; default: break; } currentSubBehaviour.CannonObject = _tempCannon; currentSubBehaviour.EngineObject = _tempEngine; //_tempBase.transform.position = new Vector3(-4.55f,0.25f,-0.4f); currentSubBehaviour.transform.Rotate(90, 0, 0); return(currentSubBehaviour.gameObject); }