void Start() { Pico.LevelChanged += Initialize; Initialize(); Anchor = Instantiate(Pico.ProjectorTemplate) as GameObject; Anchor.name = "Anchor"; Anchor.GetComponent <ProjectorBehaviour>().IsGizmo = true; Anchor.FindChild("Inner").active = false; Anchor.FindChild("Pyramid").active = false; HighlightFace = Anchor.FindChild("Highlight Face"); HighlightFace.GetComponentInChildren <Renderer>().enabled = false; Keyboard = KeyboardManager.Instance; Keyboard.RegisterKey(KeyCode.W); Keyboard.RegisterKey(KeyCode.S); Keyboard.RegisterKey(KeyCode.R); Keyboard.RegisterKey(KeyCode.Z); Keyboard.RegisterKey(KeyCode.Space); Keyboard.RegisterKey(KeyCode.LeftControl); Anchor.transform.position = new Vector3(0, 0, 0); Mouse = MouseManager.Instance; Gamepads = GamepadsManager.Instance; }
void Start() { Gamepads = GamepadsManager.Instance; Keyboard = KeyboardManager.Instance; Keyboard.RegisterKey(KeyCode.Return); renderer.enabled = false; transform.GetChild(0).renderer.enabled = false; transform.GetChild(1).renderer.enabled = false; }
void Start() { var angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (rigidbody) { rigidbody.freezeRotation = true; } Gamepads = GamepadsManager.Instance; ProgressIndic = gameObject.FindChild("progressLocation"); }
void Start() { Pico.LevelChanged += Initialize; Initialize(); Anchor = Instantiate(Pico.ProjectorTemplate) as GameObject; Anchor.name = "Anchor"; Anchor.GetComponent<ProjectorBehaviour>().IsGizmo = true; Anchor.FindChild("Inner").active = false; Anchor.FindChild("Pyramid").active = false; HighlightFace = Anchor.FindChild("Highlight Face"); HighlightFace.GetComponentInChildren<Renderer>().enabled = false; Keyboard = KeyboardManager.Instance; Keyboard.RegisterKey(KeyCode.W); Keyboard.RegisterKey(KeyCode.S); Keyboard.RegisterKey(KeyCode.R); Keyboard.RegisterKey(KeyCode.Z); Keyboard.RegisterKey(KeyCode.Space); Keyboard.RegisterKey(KeyCode.LeftControl); Anchor.transform.position = new Vector3(0, 0, 0); Mouse = MouseManager.Instance; Gamepads = GamepadsManager.Instance; }
void Start() { var angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; Gamepads = GamepadsManager.Instance; ProgressIndic = gameObject.FindChild("progressLocation"); }