Beispiel #1
0
        // Use this for initialization
        void Start()
        {
            mapSeq = new int[8];
            mapSrc = new GameObject[8];

            for (int i = 0; i < 8; i++)
            {
                mapSeq[i] = ball.GetComponent <Ball>().mapSeq[i];
            }

            for (int i = 0; i < 8; i++)
            {
                string mapName = "rr" + mapSeq[i].ToString();
                mapSrc[i] = (GameObject)Instantiate(Resources.Load(mapName));
            }

            mapSrc[0].GetComponent <Transform>().localPosition = new Vector3(-30, 0, -30);
            mapSrc[1].GetComponent <Transform>().localPosition = new Vector3(-30, 0, 0);
            mapSrc[2].GetComponent <Transform>().localPosition = new Vector3(-30, 0, 30);
            mapSrc[3].GetComponent <Transform>().localPosition = new Vector3(0, 0, -30);
            mapSrc[4].GetComponent <Transform>().localPosition = new Vector3(0, 0, 30);
            mapSrc[5].GetComponent <Transform>().localPosition = new Vector3(30, 0, -30);
            mapSrc[6].GetComponent <Transform>().localPosition = new Vector3(30, 0, 0);
            mapSrc[7].GetComponent <Transform>().localPosition = new Vector3(30, 0, 30);
        }
Beispiel #2
0
        private void Awake()
        {
            // Set up the reference.
            ball      = GetComponent <Ball>();
            rb        = ball.GetComponent <Rigidbody>();
            floorMask = LayerMask.GetMask("Floor");

            // get the transform of the main camera
            if (Camera.main != null)
            {
                cam = Camera.main.transform;
            }
            else
            {
                Debug.LogWarning(
                    "Warning: no main camera found. Ball needs a Camera tagged \"MainCamera\", for camera-relative controls.");
                // we use world-relative controls in this case, which may not be what the user wants, but hey, we warned them!
            }
        }