示例#1
0
    /*Initiliaze bility icon linked to ship ability*/
    public void initialize(Ability selectedAbility)
    {
        ability       = selectedAbility;
        abilityImage  = GetComponent <Image> ();
        darkMask      = gameObject.transform.GetChild(1).gameObject.GetComponent <Image> ();
        cdTextDisplay = gameObject.transform.GetChild(0).gameObject.GetComponent <Text> ();

        abilityImage.sprite = ability.aSprite;
        darkMask.sprite     = ability.aSprite;

        displayCD = ability.coolDown;
        abilityReady();
    }
示例#2
0
        /*Init destroy display*/
        public void init(string a, string l, string r, Vector3 iO)
        {
            offset = iO;

            attacker = gameObject.transform.GetChild(0).GetComponent <Text> ();
            link     = gameObject.transform.GetChild(1).GetComponent <Text> ();
            reciever = gameObject.transform.GetChild(2).GetComponent <Text> ();

            dispTime = new cooldownTimer(10f);

            attacker.text = a;
            link.text     = l;
            reciever.text = r;
        }
示例#3
0
 /*Initilize Projectile ability*/
 public ProjectileAbility(GameObject sh, GameObject proj, Transform tm, Quaternion off, float proSp, string path, float cd)
 {
     aSprite         = Resources.Load <Sprite> (path) as Sprite;
     coolDown        = new cooldownTimer(cd);
     ship            = sh;
     projectile      = proj;
     transform       = tm;
     offset          = off;
     projectileSpeed = proSp;
     if (transform.gameObject.GetComponent <ParticleSystem> () != null)
     {
         partSys = transform.gameObject.GetComponent <ParticleSystem> ();
     }
 }
示例#4
0
    /*Initialize a turret ability*/
    public TurretAbility(GameObject sh, GameObject proj, List <Transform> tm, Quaternion off, float proSp, string path, float cd)
    {
        coolDown = new cooldownTimer(cd);
        aSprite  = Resources.Load <Sprite> (path);

        ship            = sh;
        projectile      = proj;
        turrets         = tm;
        offset          = off;
        projectileSpeed = proSp;

        turretFire = new List <ProjectileAbility> ();

        foreach (Transform turret in turrets)
        {
            turretFire.Add(new ProjectileAbility(ship, projectile, turret, offset, projectileSpeed, path, cd));
        }
        turretFire.RemoveAt(turretFire.Count - 1);
    }