// Start is called before the first frame update void Start() { _imageGameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere); _focalPointGameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere); _focalPointGameObject.GetComponent <Renderer>().material.color = Color.yellow; _imageGameObject.SetActive(false); _focalPointGameObject.SetActive(false); if (_reflectionIndex == mirrorHandler.GetMirrors().Count) { print("Completed all mirrors"); // _reflected = true; enabled = false; return; } _targetMirror = mirrorHandler.GetMirrors()[_reflectionIndex]; _myTrans = transform; // Initial emission if (_reflectionIndex == 0) { _emissionDir = _myTrans.forward; } print("Working on reflection " + _reflectionIndex); }
// Start is called before the first frame update void Start() { if (_reflectionIndex == mirrorHandler.GetMirrors().Count) { print("Completed all mirrors"); // _reflected = true; enabled = false; return; } _targetMirror = mirrorHandler.GetMirrors()[_reflectionIndex]; _targetMirrorTrans = _targetMirror.transform; _myTrans = transform; // Initial emission if (_reflectionIndex == 0) { if (mirrorMaze) { _emissionDir = (mirrorHandler.GetMirrors()[3].transform.position - _myTrans.position).normalized; } else { _emissionDir = _myTrans.forward; } } print("Working on reflection " + _reflectionIndex); }