void Update() { foreach (GameObject cube in cubes) { TimeLapseController timelapsecomponent = timelapse.GetComponent <TimeLapseController>(); cube.transform.Rotate(timelapsecomponent.speed, 0.0f, 0.0f, Space.Self); } }
void Start() { timelapse = GameObject.Find("TimeLapse"); foreach (GameObject cube in cubes) { TimeLapseController timelapsecomponent = timelapse.GetComponent <TimeLapseController>(); cube.transform.Rotate(timelapsecomponent.speed, 0.0f, 0.0f, Space.Self); } }
void Update() { if (Vector3.Distance(whereToMove[current], transform.position) < radius) { current++; if (current >= whereToMove.Length) { current = 0; } } foreach (GameObject platform in platforms) { TimeLapseController timelapsecomponent = timelapse.GetComponent <TimeLapseController>(); speedTimeLapse = timelapsecomponent.speed; whereToMove[current].z = transform.position.z; float step = speedTimeLapse * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, whereToMove[current], step); } }