public CircularGravity() { forcePoints = new List <GameObject>(); constraintProperties = new ConstraintProperties(); specialEffect = new SpecialEffect(); pulseProperties = new PulseProperties(); triggerAreaFilter = new TriggerAreaFilter(); tagFilter = new TagFilter(); drawGravityProperties = new DrawGravityProperties(); }
public CircularGravity() { _forceTypeProperties = new ForceTypeProperties(); _specialEffect = new SpecialEffect(); _gameobjectFilter = new GameobjectFilter(); _tagFilter = new TagFilter(); _layerFilter = new LayerFilter(); _triggerAreaFilter = new TriggerAreaFilter(); _constraintProperties = new ConstraintProperties(); _constraintProperties._gameobjectFilter = new GameobjectFilter(); _constraintProperties._tagFilter = new TagFilter(); _constraintProperties._layerFilter = new LayerFilter(); _drawGravityProperties = new DrawGravityProperties(); }
void Awake() { #region Default Settings //Used for when dynamically creating a CircularGracity object if (radiusProperties == null) { radiusProperties = new RadiusProperties(); } if (triggerAreaFilter == null) { triggerAreaFilter = new TriggerAreaFilter(); } if (tagFilter == null) { tagFilter = new TagFilter(); } if (pulseProperties == null) { pulseProperties = new PulseProperties(); } if (drawGravityProperties == null) { drawGravityProperties = new DrawGravityProperties(); } /* * //Sets up the line that gets rendered showing the area of forces * LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>(); * //lineRenderer.material = new Material(Shader.Find("Particles/Additive")); * lineRenderer.SetVertexCount(12); * lineRenderer.SetWidth(0.05f, 0.05f); */ //Sets up pulse if (pulseProperties.pulse) { radiusProperties.radius = pulseProperties.minSize; pulse_Positive = true; } transparentColor = new Color(); #endregion }