void Start() { planeTemplate = Templates.getInstance().getPlaneTemplate(planeTemplateId); calculatePreferencedDirection(); GameStorage.getInstance().addToList(this); bodyMeshRenderer = GetComponent <MeshRenderer>(); bodyCollider = GetComponent <Collider>(); initBullets(); explosionParticle.SetActive(false); fillConstraints(); }
void Start() { planeTemplate = Templates.getInstance().getPlaneTemplate(planeTemplateId); attackIconMeshRenderer = attackIcon.GetComponent <SpriteRenderer>(); lineRenderer = gameObject.GetComponent <LineRenderer>(); bodyMeshRenderer = GetComponent <MeshRenderer>(); bodyCollider = GetComponent <Collider>(); explosionParticle.SetActive(false); GameStorage.getInstance().addToList(this); fillConstraints(); initBullets(); createArcs(); updateAttackIconPosition(); CalculatePath(); initAbils(); }
void Start () { planeTemplate=Templates.getInstance().getPlaneTemplate(planeTemplateId); attackIconMeshRenderer=attackIcon.GetComponent<SpriteRenderer>(); lineRenderer=gameObject.GetComponent<LineRenderer>(); bodyMeshRenderer=GetComponent<MeshRenderer>(); bodyCollider=GetComponent<Collider>(); explosionParticle.SetActive(false); GameStorage.getInstance().addToList(this); fillConstraints(); initBullets(); createArcs(); updateAttackIconPosition(); CalculatePath(); initAbils(); }
// Use this for initialization void Start() { GameStorage.getInstance().addEnemyShuttle(this.gameObject); temp = Templates.getInstance().getPlaneTemplate(Template); foreach(int abils in temp.abilities) privateAbils.Add(abils); LineRenderer lr = gameObject.AddComponent<LineRenderer>(); lr.SetWidth(0.05f, 0.05f); GameObject gD; int gunsl=0,gunsr=0; foreach(Templates.GunOnShuttle goss in temp.guns) { if(goss.pos.x<0) gunsl++; if(goss.pos.x>0) gunsr++; gD=(GameObject) Instantiate(Resources.Load("prefab/testGunMesh") as GameObject,new Vector3(transform.position.x+goss.pos.x,1,transform.position.z+goss.pos.y),Quaternion.Euler(0,goss.turnAngle,0)); gD.SetActive(false); shuttleGunsMeshes.Add(gD); shuttleGunsGos.Add(goss); } if(gunsr>gunsl) preferencedDirection=1; if(gunsl>gunsr) preferencedDirection=-1; hp=temp.hp; calculateMovePosition(); }
void Start () { planeTemplate=Templates.getInstance().getPlaneTemplate(planeTemplateId); calculatePreferencedDirection(); GameStorage.getInstance().addToList(this); bodyMeshRenderer=GetComponent<MeshRenderer>(); bodyCollider=GetComponent<Collider>(); initBullets(); explosionParticle.SetActive(false); fillConstraints(); }
void Start() { attackIcon = Instantiate(Resources.Load("prefab/attackIcon") as GameObject); attackIcon.SetActive(false); if(GameStorage.getInstance().getFixedTime()==-1) GameStorage.getInstance().overlap=false; LineRenderer lr = gameObject.AddComponent<LineRenderer>(); lr.SetWidth(0.05f, 0.05f); GameStorage.getInstance().addFriendlyShuttle(this.gameObject); temp = Templates.getInstance().getPlaneTemplate(Template); foreach(int abils in temp.abilities) privateAbils.Add(abils); GameStorage.getInstance().totalHp+=temp.hp; GameObject go; MeshRenderer mr; lineMat = Resources.Load("materials/holograms/Hologram3") as Material; lr.material=lineMat; Mesh m; foreach(Templates.GunOnShuttle goss in temp.guns) { go = GameObject.CreatePrimitive(PrimitiveType.Cube); Templates.GunTemplate gt = Templates.getInstance().getGunTemplate(goss.gunId); Destroy(go.GetComponent<Collider>()); mr = go.GetComponent<MeshRenderer>(); mr.material=Resources.Load("materials/arc") as Material; m = go.GetComponent<MeshFilter>().mesh; m.Clear(); Vector3[] vertices = new Vector3[101]; vertices[0]=new Vector3(0,1,0); float ds=gt.attackRange; Vector2 va; int i=1; for(float ang = -gt.attackAngle; ang<=gt.attackAngle; ang+=(2*gt.attackAngle)/100.0f) { va=Quaternion.Euler(0,0,ang)*new Vector2(0,ds); vertices[i]=new Vector3(va.x,0,va.y); i++; if(i==101) break; } int[] triangles = new int[vertices.Length*3]; int bb=0; for(i=0;i<99;i++) { triangles[bb*3]=0; triangles[bb*3+1]=i+1; triangles[bb*3+2]=i+2; bb++; } Vector2[] uvs = new Vector2[vertices.Length]; for (i = 0; i < uvs.Length; i++) { uvs[i] = new Vector2(vertices[i].x, vertices[i].z); } m.vertices=vertices; m.triangles=triangles; m.uv=uvs; m.RecalculateBounds(); m.RecalculateNormals(); arcObjs.Add(go); go=(GameObject) Instantiate(Resources.Load("prefab/testGunMesh") as GameObject,new Vector3(transform.position.x+goss.pos.x,1,transform.position.z+goss.pos.y),Quaternion.Euler(0,goss.turnAngle,0)); go.SetActive(false); shuttleGunsMeshes.Add(go); shuttleGunsGos.Add(goss); } attackIconDistMin = temp.minRange; attackIconDist = temp.maxRange; maxTurnAngle = temp.maxTurnAngle; hp=temp.hp; if(temp.abilities.Count>=1) origin0=(Abilities.AbilityType) temp.abilities[0]; if(temp.abilities.Count>=2) origin1=(Abilities.AbilityType) temp.abilities[1]; if(temp.abilities.Count>=3) origin2=(Abilities.AbilityType) temp.abilities[2]; if(temp.abilities.Count>=4) origin3=(Abilities.AbilityType) temp.abilities[3]; }