public void PassInfo(GunCrewMember _GCM, FieldGun _FieldGun) { ThisFieldGun = _FieldGun; ThisGCM = _GCM; SubToEvents(); OnEnterCommand(); }
// void DropInGun(Artillery _requestee) { if (DropPointLocation != null && DropPointLocationSpawnCentre != null) { Node SpawnNode = DropPointLocationSpawnCentre; CurrentRequestee.SpawnNode = DropPointLocationSpawnCentre; FieldGun NewFG = Instantiate(FieldGunPrefab, CurrentRequestee.transform).GetComponent <FieldGun>();; NewFG.CallAnimateGunSpawnIn(_requestee, SpawnNode); _requestee.FieldGun = NewFG; } }
public void IssueSpotForGunCommand(GunCrewMember _GCM, FieldGun _FG) { SpotForGunCommand NewSFGC = _GCM.gameObject.AddComponent <SpotForGunCommand>(); NewSFGC.PassInfo(_GCM, _FG); }
public void IssueLoadGunCommand(GunCrewMember _GCM, FieldGun _FG) { LoadGunCommand NewLGC = _GCM.gameObject.AddComponent <LoadGunCommand>(); NewLGC.PassInfo(_GCM, _FG); }