public void Convert(PlayerData playerData) { PlayerData = playerData; Dye(); var shockwave = Prefabs.Instance.GetNewShockwave(); shockwave.transform.position = transform.position; shockwave.GetComponent<DetonatorShockwave>().color = PlayerData.color; }
public void Start() { AttackSpeed = 1f; Random.Range(1f,2f); AttackDamage = 2f; // Random.Range(1.7f,2.5f); if (Game.IsSinglePlayer()) { uid = UidGenerator.GetNewUid(); } PlayerData = Registry.Player [PlayerData.uid].GetComponent<PlayerData> (); GetComponentInChildren<Renderer>().material.color = PlayerData.color; }
public void Start() { // debug singleplayer // if (Uid == 0) // { // Uid = UidGenerator.GetNewUid(); // Registry.Islands.Add(Uid, gameObject); // SpawnRate = 3; // } PlayerData = Registry.Player[PlayerData.uid].GetComponent<PlayerData>(); CurrentRespawnRate = SpawnRate; Dye (); }
public static GameObject CreateShip(int uid, int type, PlayerData.PlayerType playerType) { GameObject go; switch (playerType) { case PlayerData.PlayerType.Offensive: go = Prefabs.Instance.GetNewSteelShip(); break; case PlayerData.PlayerType.Player: go = Prefabs.Instance.GetNewPapership(); break; default: go = Prefabs.Instance.GetNewPapership(); break; } Registry.Ships.Add(uid, go); return go; }
public void Start() { fsm = GetComponent<PlayMakerFSM>(); playerData = GetComponent<PlayerData>(); }