private void Start()
    {
        Screen.orientation = ScreenOrientation.Portrait;
        swipeInput         = GetComponent <SwipeControl>();

        anim         = cubeMesh.GetComponent <AnimationScript>();
        animEdgeFlag = false;
        isMoving     = false;

        rightRay   = Right.GetComponent <RayCastScript>();
        leftRay    = Left.GetComponent <RayCastScript>();
        forwardRay = Forward.GetComponent <RayCastScript>();
        backRay    = Back.GetComponent <RayCastScript>();
        downRay    = Down.GetComponent <RayCastScript>();

        RightRotation   = Vector3.back;
        LeftRotation    = Vector3.forward;
        ForwardRotation = Vector3.right;
        BackRotation    = Vector3.left;

        trigFlag        = false;
        rotateFlag      = false;
        atEdge          = false;
        destinationFlag = true;
        destination     = transform.localPosition;

        MazeOffset   = MazeSize / 2;
        DownStep     = MazeOffset / 4;
        mazeRotation = MazeBody.GetComponent <MazeBodyRotation>();

        Load();
    }
Exemple #2
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    private void Awake()
    {
        Spikes.EditorMode  = false;
        Screen.orientation = ScreenOrientation.Portrait;
        swipeInput         = GetComponent <SwipeControl>();

        anim = cubeMesh.GetComponent <AnimationScript>();

        rightRay   = Right.GetComponent <RayCastScript>();
        leftRay    = Left.GetComponent <RayCastScript>();
        forwardRay = Forward.GetComponent <RayCastScript>();
        backRay    = Back.GetComponent <RayCastScript>();
        downRay    = Down.GetComponent <RayCastScript>();


        RightRotation   = Vector3.back;
        LeftRotation    = Vector3.forward;
        ForwardRotation = Vector3.right;
        BackRotation    = Vector3.left;

        //destination = transform.localPosition;
        mazeRotation = MazeBody.GetComponent <MazeBodyRotation>();
    }
    private void Start()
    {
        isMoving = false;

        rightRay   = Right.GetComponent <RayCastScript>();
        leftRay    = Left.GetComponent <RayCastScript>();
        forwardRay = Forward.GetComponent <RayCastScript>();
        backRay    = Back.GetComponent <RayCastScript>();

        RightRotation   = Vector3.back;
        LeftRotation    = Vector3.forward;
        ForwardRotation = Vector3.right;
        BackRotation    = Vector3.left;

        trigFlag        = false;
        rotateFlag      = false;
        atEdge          = false;
        destinationFlag = true;
        destination     = transform.localPosition;

        MazeOffset   = MazeSize / 2;
        DownStep     = MazeOffset / 4;
        mazeRotation = MazeBody.GetComponent <MazeBodyRotation>();
    }