// Update is called once per frame void Update() { if (ownedByCurrentPlayer ()) { if (!coloredParent) { navPoint toColor = gameObject.transform.parent.gameObject.GetComponentInChildren<navPoint> (); if (toColor != null) { toColor.playerColor = playerColor; toColor.nameTag = nameTag; toColor.playerTeam = teamNum; toColor.refresh (); coloredParent = true; } } if (mC == null && homingMissileObject != null) { mC = homingMissileObject.GetComponent<homingMissileScript> (); } if (tPT == null) { tPT = thirdPerson.GetComponent<thirdPersonTower> (); if (tPT != null && !isActive) { tPT.shutDownControl (); } } if (fPT == null) { fPT = firstPerson.GetComponent<firstPersonTower> (); } } if (Input.GetKeyDown(KeyCode.K)) { print("ASOUAHDOUAHDOUAHDOAUDH"); manager.scrollFromTab(); } }
// Update is called once per frame void Update() { if(mC == null && homingMissileObject != null) { mC = homingMissileObject.GetComponent<homingMissileCamera>(); } if(tPT == null) { tPT = thirdPerson.GetComponent<thirdPersonTower>(); if(tPT != null && !isActive) { tPT.shutDownControl(); } } if(fPT == null) { fPT = firstPerson.GetComponent<firstPersonTower>(); } }
// Use this for initialization void Start() { if (transform.parent.networkView.viewID.owner != Network.player) { isActive = false; } tPT = thirdPerson.GetComponent<thirdPersonTower> (); fPT = firstPerson.GetComponent<firstPersonTower> (); if (tPT != null && !isActive) { tPT.shutDownControl (); } if(fPT != null && !isActive) { fPT.cleanUpOnExit(); } if (isActive) { tPT.shutDownControl (); fPT.makeActive (); } }
//TODO Arlen: public yourMissileScript /* * Your script will need the following function calls: * * openMiniScreen() - you can check out homingMissileCamera to see how I open it or I can copy and paste once you add * makeActive() - this means that the tower is losing camera control and the missile will handle all camera and inputs * * * * Your script will need a way to invoke this topLevelController.moveToFirstPerson or third person * I would recommend adding a public topLevelController variable so that upon creation we can just assign from here * * We can discuss control schemes for selecting different cameras later as well * I've removed my selection so that you can test with yours */ // Use this for initialization void Start() { if(homingMissileObject != null) { mC = homingMissileObject.GetComponent<homingMissileCamera>(); } tPT = thirdPerson.GetComponent<thirdPersonTower>(); fPT = firstPerson.GetComponent<firstPersonTower>(); if(tPT != null && !isActive) { tPT.shutDownControl(); } }