void Start() { tr = transform; rb = GetComponent <Rigidbody>(); vp = GetComponent <VehicleParent>(); //Tell VehicleParent not to play crashing sounds because this script takes care of it vp.playCrashSounds = false; vp.playCrashSparks = false; //Set up mesh data tempMeshes = new Mesh[deformMeshes.Length]; damagedMeshes = new bool[deformMeshes.Length]; meshVertices = new meshVerts[deformMeshes.Length]; for (int i = 0; i < deformMeshes.Length; i++) { tempMeshes[i] = deformMeshes[i].mesh; meshVertices[i] = new meshVerts(); meshVertices[i].verts = deformMeshes[i].mesh.vertices; meshVertices[i].initialVerts = deformMeshes[i].mesh.vertices; damagedMeshes[i] = false; } //Set up mesh collider data tempCols = new Mesh[deformColliders.Length]; damagedCols = new bool[deformColliders.Length]; colVertices = new meshVerts[deformColliders.Length]; for (int i = 0; i < deformColliders.Length; i++) { tempCols[i] = (Mesh)Instantiate(deformColliders[i].sharedMesh); colVertices[i] = new meshVerts(); colVertices[i].verts = deformColliders[i].sharedMesh.vertices; colVertices[i].initialVerts = deformColliders[i].sharedMesh.vertices; damagedCols[i] = false; } //Set initial positions for displaced parts initialPartPositions = new Vector3[displaceParts.Length]; for (int i = 0; i < displaceParts.Length; i++) { initialPartPositions[i] = displaceParts[i].localPosition; } }
void Start() { tr = transform; rb = GetComponent<Rigidbody>(); vp = GetComponent<VehicleParent>(); //Tell VehicleParent not to play crashing sounds because this script takes care of it vp.playCrashSounds = false; vp.playCrashSparks = false; //Set up mesh data tempMeshes = new Mesh[deformMeshes.Length]; damagedMeshes = new bool[deformMeshes.Length]; meshVertices = new meshVerts[deformMeshes.Length]; for (int i = 0; i < deformMeshes.Length; i++) { tempMeshes[i] = deformMeshes[i].mesh; meshVertices[i] = new meshVerts(); meshVertices[i].verts = deformMeshes[i].mesh.vertices; meshVertices[i].initialVerts = deformMeshes[i].mesh.vertices; damagedMeshes[i] = false; } //Set up mesh collider data tempCols = new Mesh[deformColliders.Length]; damagedCols = new bool[deformColliders.Length]; colVertices = new meshVerts[deformColliders.Length]; for (int i = 0; i < deformColliders.Length; i++) { tempCols[i] = (Mesh)Instantiate(deformColliders[i].sharedMesh); colVertices[i] = new meshVerts(); colVertices[i].verts = deformColliders[i].sharedMesh.vertices; colVertices[i].initialVerts = deformColliders[i].sharedMesh.vertices; damagedCols[i] = false; } //Set initial positions for displaced parts initialPartPositions = new Vector3[displaceParts.Length]; for (int i = 0; i < displaceParts.Length; i++) { initialPartPositions[i] = displaceParts[i].localPosition; } }