void Start() { randomFreq = 1.0f / randomFreq; if (transform.parent){ // 指定父物体为leader leader = transform.parent.GetComponent<UnityFlockController>(); } if (leader.Flocks != null && leader.FlockCount > 1){ transform.parent = null; // 开始 计算随机移动 的协程 StartCoroutine(UpdateRandom()); } }
void Start() { randomFreq = 1.0f / randomFreq; if (transform.parent) { // 指定父物体为leader leader = transform.parent.GetComponent <UnityFlockController>(); } if (leader.Flocks != null && leader.FlockCount > 1) { transform.parent = null; // 开始 计算随机移动 的协程 StartCoroutine(UpdateRandom()); } }
private void Awake() { if (!instance) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); flockController = GetComponent <UnityFlockController>(); targetObject = Instantiate(targetPrefab, transform.position, transform.rotation) as Target; InitSimulation(FlockMode.LAZY); }