/// <summary> /// Function called before of the first update /// </summary> void Start() { droneMovementController dmc = gameObject.GetComponent <droneMovementController>(); // associate the rotors helixO1 = dmc.helixO1; helixO2 = dmc.helixO2; helixV1 = dmc.helixV1; helixV2 = dmc.helixV2; // finds the rotors position Vector3 v1 = helixV1.transform.position; Vector3 v2 = helixV2.transform.position; Vector3 o1 = helixO1.transform.position; Vector3 o2 = helixO2.transform.position; Vector3 mid_v1o1 = (v1 + o1) / 2f; Vector3 mid_v2o2 = (o2 + v2) / 2f; distanceBetweenHelixes = Vector3.Distance(mid_v1o1, mid_v2o2); // instantiates the noiseAdders, to add the noise to the measurement nRoll = new noiseAdder(); nRollSpeed = new noiseAdder(); nRollAcc = new noiseAdder(); nPitch = new noiseAdder(); nPitchSpeed = new noiseAdder(); nPitchAcc = new noiseAdder(); }
// Use this for initialization void Start() { ro = gameObject.GetComponent <rotor>(); cam = Camera.main; cam.transform.position = transform.position + new Vector3(Random.Range(-10, 10), Random.Range(-10, 10), -10); cam.transform.RotateAround(transform.position, Vector3.forward, Random.Range(0, 360)); cam.transform.rotation = Quaternion.identity; }
// Use this for initialization void Start() { objects_size = moving_objects.Length; player = GameObject.FindGameObjectWithTag("Player").GetComponent <rotor>(); objects_speed = new float[objects_size]; for (int i = 0; i < objects_size; i++) { objects_speed[i] = moving_objects[i].GetComponent <move_obstacle>().speed; } orb = gameObject.GetComponent <orbit>(); }
/// <summary> /// Function Called when the object is activated for the first time /// </summary> void Awake() { // initializes the noiseAdders nYaw = new noiseAdder(); nSpeed = new noiseAdder(); // look for the rotors in the droneMovementController droneMovementController dmc = gameObject.GetComponent <droneMovementController>(); helixO1 = dmc.helixO1; helixO2 = dmc.helixO2; helixV1 = dmc.helixV1; helixV2 = dmc.helixV2; lastYaw = yaw = getYawINT(); }
private void Start() { rot = gameObject.GetComponent <rotor>(); }
void Start() { rot = controller.GetComponent <rotor>(); pow = this.GetComponent <Text>(); }
void Start() { rot = controller.GetComponent <rotor>(); slid = this.GetComponent <Slider>(); }
/// <summary> /// Calculates the amount of torque that a single rotor is generating over the entire system. /// <para>The sum of the results of this funcion, applied to the four rotors have to be passed as /// parameter to the function <c>applyTorque(float amount)</c></para> /// </summary> /// <param name="r">Rotor class</param> /// <returns>The amount of torque that a single rotor is generating over the entire system</returns> float torqueGeneratedBy(rotor r) { return((r.counterclockwise ? -1 : 1) * denormalizeTorque(r.getPower()) * 10); }