public void SetupPlayerTank() { m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
public void SetupAI(List <Transform> wayPointList) { m_StateController = m_Instance.GetComponent <StateController> (); m_StateController.SetupAI(true, wayPointList); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_Shooting.m_PlayerNumber = m_PlayerNumber; m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
private GameObject m_CanvasGameObject; // Used to disable the world space UI during the Starting and Ending phases of each round. public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <TankMovement> (); m_Shooting = m_Instance.GetComponent <TankShooting> (); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas> ().gameObject; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number. m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; // Get all of the renderers of the tank. MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer> (); // Go through all the renderers... for (int i = 0; i < renderers.Length; i++) { // ... set their material color to the color specific to this tank. renderers[i].material.color = m_PlayerColor; } }
void Awake() { tankShooting = GetComponent <TANKS.TankShooting>(); navMeshAgent = GetComponent <NavMeshAgent>(); }