// Use this for initialization void Start() { _body = GameObject.Find("SnowRiceField").GetComponent <LargeEnemy>(); _spriteMeshInstance = this.gameObject.GetComponent <SpriteMeshInstance>(); _bone2D = _spriteMeshInstance.bones[0]; _roat = _bone2D.transform.rotation; _pos = _bone2D.transform.position; }
// Use this for initialization void Start() { playerController = player.GetComponent <PlayerController> (); animator = playerController.animator; bone2d = bones [0].GetComponent <Bone2D> (); playerController.jumpFinish += () => { resetRope = true; }; }
private void Awake() { m_Bone = GetComponent <Bone2D>(); trs = transform; localRotation = transform.localRotation; //Kobayashi:Reference for "SpringManager" component with unitychan // GameObject.Find("unitychan_dynamic").GetComponent<SpringManager>(); managerRef = GetParentSpringManager(transform); }
static void Create2DBone() { GameObject bone = new GameObject("New bone"); Bone2D boneComponent = bone.AddComponent <Bone2D>(); Undo.RegisterCreatedObjectUndo(bone, "Create bone"); bone.transform.position = GetDefaultInstantiatePosition(); GameObject selectedGO = Selection.activeGameObject; if (selectedGO) { bone.transform.parent = selectedGO.transform; Vector3 localPosition = bone.transform.localPosition; localPosition.z = 0f; bone.transform.localPosition = localPosition; bone.transform.localRotation = Quaternion.identity; bone.transform.localScale = Vector3.one; Bone2D selectedBone = selectedGO.GetComponent <Bone2D>(); if (selectedBone) { if (!selectedBone.child) { bone.transform.position = selectedBone.endPosition; selectedBone.child = boneComponent; } } } Selection.activeGameObject = bone; }
public void BuildTentacle() { Transform parentTentacle = this.transform; Transform parentBone = this.transform; Bone2D parentBoneScript = null; while (parentTentacle.childCount > 0) { GameObject.DestroyImmediate(parentTentacle.GetChild(0).gameObject); } float scaleRatio = 1; for (var iTentacleUnit = 0; iTentacleUnit < tentacleLength; iTentacleUnit++) { scaleRatio = 1 - ((float)iTentacleUnit / (float)tentacleLength) * 0.5f; // create tentacle GameObject tentacleUnit = GameObject.Instantiate( tentaclePrefab, parentTentacle.position, this.transform.rotation, parentTentacle ); if (iTentacleUnit <= 2) { tentacleUnit.GetComponent <SpriteMeshInstance> ().sortingOrder = 2; } // create bone GameObject bone = new GameObject("bone"); Bone2D boneScript = bone.AddComponent <Bone2D> (); bone.transform.SetParent(parentBone); bone.transform.position = parentBone.transform.position + new Vector3(0, scaleRatio * scaleRatio * tentaclePositionRatio, 0); if (iTentacleUnit == 0) { bone.transform.localRotation = Quaternion.Euler(0, 0, 90); } else { bone.transform.localRotation = Quaternion.identity; } bone.transform.localScale = Vector3.one * tentacleInitialScaleRatio; if (parentBoneScript != null) { // bone.transform.position = parentBoneScript.endPosition; boneScript.localLength = scaleRatio; boneScript.transform.localScale = new Vector3(tentacleScaleRatio, tentacleScaleRatio, 1); parentBoneScript.child = boneScript; } tentacleUnit.GetComponent <SpriteMeshInstance> ().bones = new List <Bone2D> () { boneScript }; //tentacleUnit.transform.localScale = new Vector3 (scaleRatio, scaleRatio, 1); // recusiveParent parentBone = bone.transform; parentBoneScript = boneScript; parentTentacle = tentacleUnit.transform; } GameObject ikCCD = GameObject.Instantiate(ikCCDAllPrefab); IkCCD2D ikCCDComponent = ikCCD.GetComponent <IkCCD2D> (); ikCCD.transform.SetParent(this.transform); ikCCDComponent.target = parentBoneScript; ikCCDComponent.numBones = parentBoneScript.chainLength - 2; GameObject ikCCD2 = GameObject.Instantiate(ikCCDBasePrefab); IkCCD2D ikCCDComponent2 = ikCCD2.GetComponent <IkCCD2D> (); ikCCD2.transform.SetParent(this.transform); Bone2D baseBone = this.gameObject.GetComponentInChildren <Bone2D> ().child; ikCCDComponent2.target = baseBone; ikCCDComponent2.numBones = baseBone.chainLength; TentacleMouseControl mouseControle = GetComponent <TentacleMouseControl> (); if (mouseControle != null) { IKBase = ikCCD2.transform; IKTipOfTentacle = ikCCD.transform; GetComponent <TentacleMouseControl> ().center = baseBone.root.transform; } }