void Awake() { //Can use a less precise h to speed up calculations //Or a more precise to get a more accurate result //But lower is not always better because of rounding errors h = Time.fixedDeltaTime * 1f; //gunObj.rotation = transform.rotation; lineRenderer = gunObj.GetComponent <LineRenderer>(); mousePos = Vector2.zero; controller = GetComponent <CharacterMovementTutorial>(); }
// Use this for initialization void Start() { self = GetComponent <PlayerSelector>().me; other = GetComponent <PlayerSelector>().notMe; myChar = GameObject.Find("Player" + self[1]).GetComponent <CharacterMovementTutorial>(); rb = GetComponent <Rigidbody>(); // Find all lightning balls currently in the scene, add only the ones fired by current player to the list var meBalls = GameObject.FindGameObjectsWithTag("LightningBall"); foreach (GameObject lBall in meBalls) { //Debug.Log("lball: " + lBall.GetComponent<LightningBallTrigger>().self + " me: " + self); if (lBall.GetComponent <LightningBallTrigger>().self == self) { lightningBalls.Add(lBall); } } //Debug.Log("fired bball"); //Debug.Log(lightningBalls.Count); }
// Use this for initialization void Start() { controller = GetComponentInParent <CharacterMovementTutorial>(); transform.position = myCharacter.transform.position; transform.rotation = myCharacter.transform.rotation; }