public float RechargeAmount = 50f; // hard coded for now, make variable // Use this for initialization void Start() { // TODO - get renderers automatically _targeter = GetComponent <TargetableComponentController>(); // get faction of ship var ship = transform.parent.parent.GetComponent <ShipController>(); Color = FactionColors.ShieldColor[ship.Faction]; _strength = MaxStrength; _strengthAtStartOfTurn = _strength; _collider = GetComponent <Collider>(); SetShaderParams(); SetBeamPositions(); PowerPlant = GetComponentInParent <ShipController>().GetComponentInChildren <PowerController>(); // for now assumes one power plant per ship GameManager.Instance.RegisterOnResetToStart(OnResetToStart); GameManager.Instance.RegisterOnStartOfPlanning(OnStartOfPlanning); GameManager.Instance.RegisterOnStartOfOutcome(OnStartOfOutcome); GameManager.Instance.RegisterOnEndOfTurn(OnEndOfTurn); }
// Use this for initialization void Start() { FreeFire = true; _showArc = true; _targeter = GetComponent <TargetableComponentController>(); DamageBoosted = false; RangeBoosted = false; _arcIndicator = transform.Find("ArcIndicator").GetComponent <LineRenderer>(); _meshRenderer = GetComponentInChildren <MeshRenderer>(); // get faction of ship _faction = transform.parent.parent.GetComponent <ShipController>().Faction; _laserColor = FactionColors.LaserColor[_faction]; transform.gameObject.layer = (_faction == Faction.Friendly ? GameManager.PLAYER_LAYER : GameManager.ENEMY_LAYER); PowerPlant = GetComponentInParent <ShipController>().GetComponentInChildren <PowerController>(); // for now assumes one power plant per ship GameManager.Instance.RegisterOnResetToStart(OnResetToStart); GameManager.Instance.RegisterOnStartOfPlanning(OnStartOfPlanning); GameManager.Instance.RegisterOnStartOfOutcome(OnStartOfOutcome); GameManager.Instance.RegisterOnEndOfTurn(OnEndOfTurn); }