// private DrawBuffer dummy_draw_buffer_; void Start() { TaskManager.Instance.init(); Sight.Instance.init(null /* material */); LockTarget.createPool(); list_ = new List<TestTask>(); GameObject prefab = null; for (var i = 0; i < MAX; ++i) { GameObject go; if (prefab == null) { prefab = GameObject.Find("Cube"); go = prefab; } else { float range = 8; go = Instantiate(prefab, new Vector3(Random.Range(-range, range), Random.Range(-range, range), Random.Range(-range, range)), Quaternion.identity) as GameObject; } var task = new TestTask(); var pos = go.transform.position; var rot = go.transform.rotation; task.init(ref pos, ref rot); var lock_target = LockTarget.create(task, ref CV.Vector3Zero); task.lock_target_ = lock_target; task.owner_ = go; list_.Add(task); } camera_ = Camera.main; my_camera_ = MyCamera.create(); // dummy_draw_buffer_ = new DrawBuffer(); }
void Start() { TaskManager.Instance.init(); // Sight.Instance.init(); LockTarget.createPool(); list_ = new List <TestTask>(); GameObject prefab = null; for (var i = 0; i < MAX; ++i) { GameObject go; if (prefab == null) { prefab = GameObject.Find("Cube"); go = prefab; } else { float range = 8; go = Instantiate(prefab, new Vector3(Random.Range(-range, range), Random.Range(-range, range), Random.Range(-range, range)), Quaternion.identity) as GameObject; } var task = new TestTask(); var pos = go.transform.position; var rot = go.transform.rotation; task.init(); task.rigidbody_.init(ref pos, ref rot); var lock_target = LockTarget.create(task, new LockTarget.CalcPosition(task.calc_position)); task.lock_target_ = lock_target; task.owner_ = go; list_.Add(task); } camera_ = Camera.main; player_ = Player.create(); }
// private DrawBuffer dummy_draw_buffer_; void Start() { TaskManager.Instance.init(); Sight.Instance.init(null /* material */); LockTarget.createPool(); list_ = new List <TestTask>(); GameObject prefab = null; for (var i = 0; i < MAX; ++i) { GameObject go; if (prefab == null) { prefab = GameObject.Find("Cube"); go = prefab; } else { float range = 8; go = Instantiate(prefab, new Vector3(Random.Range(-range, range), Random.Range(-range, range), Random.Range(-range, range)), Quaternion.identity) as GameObject; } var task = new TestTask(); var pos = go.transform.position; var rot = go.transform.rotation; task.init(ref pos, ref rot); var lock_target = LockTarget.create(task, ref CV.Vector3Zero); task.lock_target_ = lock_target; task.owner_ = go; list_.Add(task); } camera_ = Camera.main; my_camera_ = MyCamera.create(); // dummy_draw_buffer_ = new DrawBuffer(); }