void Start() { //start by getting needed component references m_GotoComponent = gameObject.GetComponent <GotoObject>(); m_eBehType = gameObject.GetComponent <FlrMain>().FlrBehType; //if not set to normal behaviour if (m_eBehType != FlrMain.FlrBehaviourType.Normal) { //switch off automatic movement m_GotoComponent.AutoMove = false; //start the overall coroutine with the sub-coroutine to be called switch (m_eBehType) { case FlrMain.FlrBehaviourType.Offset: StartCoroutine("Movement", "OffsetMove"); break; case FlrMain.FlrBehaviourType.RandSpeed: StartCoroutine("Movement", "RandMove"); break; case FlrMain.FlrBehaviourType.Wavey: StartCoroutine("Movement", "SineMove"); break; } } }
void Start() { //start by getting needed component references m_GotoComponent = gameObject.GetComponent<GotoObject>(); m_eBehType = gameObject.GetComponent<FlrMain>().FlrBehType; //if not set to normal behaviour if (m_eBehType != FlrMain.FlrBehaviourType.Normal) { //switch off automatic movement m_GotoComponent.AutoMove = false; //start the overall coroutine with the sub-coroutine to be called switch (m_eBehType) { case FlrMain.FlrBehaviourType.Offset: StartCoroutine("Movement", "OffsetMove"); break; case FlrMain.FlrBehaviourType.RandSpeed: StartCoroutine("Movement", "RandMove"); break; case FlrMain.FlrBehaviourType.Wavey: StartCoroutine("Movement", "SineMove"); break; } } }