void Start() { lines = GetComponent<LineRenderManager>(); points = new ExplosionPoint[maxPoints]; for(int i=0;i<points.Length;i++){ points[i] = new ExplosionPoint(); } elines = new ExplosionLine[maxLines]; for(int i=0;i<elines.Length;i++){ elines[i] = new ExplosionLine(); } }
void Start() { lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); strings = GetComponent<UnitBase>().lines.GetComponent<DrawString>(); currentMode = Modes.ATTACK; targets = new List<UnitBase>(); }
void Start() { targets = new List<UnitBase>(); // maxForce *= Time.fixedDeltaTime; maxSpeed *= Time.fixedDeltaTime; lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); }
// Use this for initialization void Start() { scale = _scale; dict = Json.Deserialize(fontJson.text) as Dictionary<string,object>; lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); }
void Update() { currentId = 0; if(lines == null){ lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); strings = lines.GetComponent<DrawString>(); } // reset the start position penPosition = new Vector2(padding, Camera.main.pixelHeight-padding); }
void Awake() { DontDestroyOnLoad(gameObject); // setup the string art and the line art penPosition = new Vector2(0, Camera.main.pixelHeight); if(!GameObject.Find("LineRenderManager")){ Debug.LogError("Add a line renderer to the scene"); } penTransform = new GameObject().transform; DontDestroyOnLoad(penTransform); lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); strings = lines.GetComponent<DrawString>(); }
void Start() { attackCooldownCounter = u.attackCooldown; lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); }
void Start() { lines = GameObject.Find("LineRenderManager").GetComponent<LineRenderManager>(); }
private void drawGridLine(Vector3 origin, Vector3 target) { LineRenderManager lineManager = gridManager.CreateLineManager(); lineManager.DrawLine(origin, target); }