private void Start() { curvController = FindObjectOfType <CurvedWorld_Controller>(); LoadHashes(); PersistentDataPath = Application.persistentDataPath; }
void Start() { CC = this.gameObject.GetComponent <CurvedWorld_Controller>(); CC.pivotPoint = FindObjectOfType <Player>().transform; InvokeRepeating("ChangeCurve", 0, 10); // ChangeCurve(); }
void Start() { if (Modules.curvedWorld == 0) { gameObject.SetActive(false); } myCurved = transform.GetComponent <CurvedWorld_Controller>(); }
void StartMultiplayerRace() { curvedWorld_Controller = GameObject.Find("CurvedWorld_Controller").GetComponent <CurvedWorld_Controller>(); curvedWorld_Controller._V_CW_Bend_X = -15; }
void StartMultiplayerRace() { curvedWorld_Controller = GameObject.Find("CurvedWorld_Controller").GetComponent <CurvedWorld_Controller>(); // curvedWorld_Controller._V_CW_Bend_X = -12; // curvedWorld_Controller.bendSize = new Vector3(-12, 0,0); }
void Start() { controller = GetComponent <CurvedWorld_Controller>(); state = State.Wait; counter = Random.Range(minWaitTimer, maxWaitTimer); }
private void Awake() { m_CurvedWorldController = GetComponent <CurvedWorld_Controller>(); m_StartBend = new Vector3(m_CurvedWorldController._V_CW_Bend_X, m_CurvedWorldController._V_CW_Bend_Y, m_CurvedWorldController._V_CW_Bend_Z); }