public void Awake() { if (m_vtm == null) { m_vtm = GetComponent <VertExmotion>(); } }
void Start() { if (m_vtm == null) { m_vtm = GetComponent <VertExmotion>(); } if (m_vtm == null) { //there's no VertExmotion component, let's add it m_vtm = gameObject.AddComponent <VertExmotion>(); m_vtm.m_editMode = false;//close edition pannel //set the paint data MeshFilter mf = GetComponent <MeshFilter>(); m_vtm.m_vertexColors = new Color32[mf.sharedMesh.vertexCount]; for (int i = 0; i < m_vtm.m_vertexColors.Length; ++i) { m_vtm.m_vertexColors[i] = Color.white;//set the weight to 1 on each channel } mf.mesh.colors32 = m_vtm.m_vertexColors; } for (int i = 0; i < m_sensorCount; ++i) { CreateSensor(); } }
void Awake() { m_vtm = GetComponent <VertExmotion>(); m_selfCollider = GetComponent <SphereCollider>(); m_collisionSensors = new List <VertExmotionSensorBase>(); m_rigidbody = GetComponent <Rigidbody>(); m_fallingSensor = m_vtm.CreateSensor("Falling"); m_fallingSensor.m_params.translation.motionFactor = 0f;//disable wobble FX on falling sensors m_vtm.AddSensor(m_fallingSensor); }
public void ChangeTarget(VertExmotion newtarget) { if (m_target != null) { m_target.m_VertExmotionSensors.Remove(m_sensor); } m_target = newtarget; if (m_target != null) { m_target.m_VertExmotionSensors.Add(m_sensor); } }
void Start() { m_vtm = GetComponent <VertExmotion>(); }