public void InitOrbit(SolarBody sbody) { // check there is an Ellipse Base OrbitEllipse orbitEllipse = sbody.GetComponent <OrbitEllipse>(); if (orbitEllipse == null) { Debug.LogError("Prefab must have OrbitEllipse component"); return; } orbitEllipse.InitFromSolarBody(sbody); ScaleModel(sbody.transform.gameObject, sbody); SetPhase(orbitEllipse, sbody); }
public void InitOrbit(SolarBody sbody) { // check there is an Ellipse Base OrbitEllipse orbitEllipse = sbody.GetComponent <OrbitEllipse>(); if (orbitEllipse != null) { orbitEllipse.InitFromSolarBody(sbody); ScaleModel(sbody.transform.gameObject, sbody); SetPhase(orbitEllipse, sbody); return; } // TODO: Need to work through SetPhase stuff. Likely ditch OrbitEllipse completely? // - this would break backwards compatibility for epoch updates, so NO! //OrbitUniversal orbitU = sbody.GetComponent<OrbitUniversal>(); //if (orbitU != null) { // orbitU.InitFromSolarBody(sbody); // ScaleModel(sbody.transform.gameObject, sbody); // SetPhase(orbitU, sbody); // return; //} Debug.LogError("Prefab must have OrbitEllipse component"); return; }