Beispiel #1
0
 void Awake()
 {
     if(instance)
         DestroyImmediate(gameObject);
     else {
         DontDestroyOnLoad(gameObject);
         instance = this;
     }
 }
 /// <summary>
 /// the order might be important, any known dependencies document here
 /// 
 /// proper skew requires to know this frames change in height and forward, so the scew must come after
 /// rotateForward and flyingDevice
 /// 
 /// for the changes in the controllers to take effect during this frame, they need to be called first.
 /// 
 /// trail should be called after the final resting place of this frame has been set, after all tilts and scews and rotates
 /// 
 /// attach to pivot should also be called after the final resting place has been set.
 /// 
 /// camera lerping should be called also after the final resting place of this frame
 /// 
 /// the finilizyAdjucments must have this frames lates tilt and scew angles, that why it must be called after TiltSide and scew.
 /// 
 /// CameraSkew script needs to be set before lerp to camera point, and after the flying has set its height.
 /// 
 /// the CameraHeight script is depended on the flying height, so it would be wise to place it after Flying script
 ///
 /// the AppleController responsible for the apple hights, needs the current radius, thus
 /// must should be called after the globeController.myUpdate()
 /// 
 /// bannana controller can be called whenever because it is not depended on anything almost
 ///
 /// capacity controller needs to know the current state of the entire trail, thus it should be 
 /// after it.
 /// </summary>
 void Start()
 {
     collectibleSystem = GameObject.Find("Collectible System").GetComponent<CollectibleSystem>();
 }