I went back to basics and got a radar script and modified it completly, its fully working too and so i modified it, but now I'm facing a small complication.
I'm using Js
now, the idea is, i would put everything in a tag layer (which i have) and attaching a IdentLib.js script, which would have isTrue booleans,
the radar map would read each object and look for that script with 'isTrue' and render the corresponding blip
now the issue is... how to i access that script property from a gameObject?
since its boolean, all i need is a direct link to it in an if statement since i don't need "
== true"
this is from the radar script when setting the blip type
for (var go : GameObject in gos) {
var blipChoice : Texture = miniDefaultBlip;
// This line stumps me
var checkIdentityLibrary : IdentLib = go.GetComponent("IdentLib");
// Also, how do i call the isTrue type?
if(go.IdentLib.isSun){
blipChoice = miniSunBlip;
}
if(go.IdentLib.isPlanet)
blipChoice = miniPlanetBlip;
if(IdentLib.isStation)
blipChoice = miniStationBlip;
if(IdentLib.isPlayer)
blipChoice = miniPlayerBlip;
drawBlip(go,blipChoice);
}
and as for 3D, i would LOVE to go 3D, however, without Pro, i cant render camera onto mesh, I can set a Z depth and pop it ontop my normal camera, but appears to use 0.0 as a %, so unless someone gets some math formula that get s the screen size and adds a pixel offset by the width, i'll stick with 2D
Another thing i'd liek to do in 3D map, is to have the user able to rotate and spin it around freely, but that might not be possible to my knowledge... but then again, this is Unity and i have access to java and C#
another thing is i would like the user able to click on the buttons and click on a few buttons like "show info" and "warp too"
Once thats done..
to do list
new flight system
(double click to align ship)camera system
(click and move to rotate)warp system
(works with radar system?)Player variables
(current ship, modules equipped, stats upgrades, currency and name)main Menu
Save and Load states
Load menu
Jump System
(warp from scene to scene and remember last spawn location)NPC's
Quest system
(get and manage quests and goals)Mission System
(pulls mission from library and loads basic stats and spawn group location inside mission area)Weapon/Turret System
(pulls data from current modules and renders them on the ship at null sub-gameObjects)Death/Game over System
(if Ai Dies, and if Player Dies)all Scripts should be done in JavaScript for ease of use but not mandatory, and all scripts should be isolated for a module based plug and play system utilizing prefabs
Edited by DIGI_Byte, 11 April 2012 - 01:35 PM.