void Start() { // Allocate space for a buffer for storing and passing shadow poses this.buffer1 = this.NewTransformArray(); // Get a reference to our lean ShadowController this.loco = this.GetComponent <ShadowLocomotionController>(); // Call each ShadowController's ControlledStart() function this.ControlledStartAll(); }
void Start() { // Allocate space for a buffer for storing and passing shadow poses this.buffer1 = this.NewTransformArray(); // Get a reference to our lean ShadowController this.loco = this.GetComponent<ShadowLocomotionController>(); // Call each ShadowController's ControlledStart() function this.ControlledStartAll(); }
void Awake() { this.sWeight = new Slider(2.0f); this.aWeight = new Slider(2.0f); this.hWeight = new Slider(2.0f); this.rWeight = new Slider(2.0f); this.dWeight = new Slider(2.0f); this.sitting = this.GetComponent<ShadowSittingController>(); this.locomotion = this.GetComponent<ShadowLocomotionController>(); this.anim = this.GetComponent<ShadowAnimationController>(); this.headLook = this.GetComponent<ShadowHeadLookController>(); this.reach = this.GetComponent<ShadowReachController>(); this.ragdoll = this.GetComponent<ShadowRagdollController>(); }
void Awake() { this.sWeight = new Slider(2.0f); this.aWeight = new Slider(2.0f); this.hWeight = new Slider(2.0f); this.rWeight = new Slider(2.0f); this.dWeight = new Slider(2.0f); this.sitting = this.GetComponent <ShadowSittingController>(); this.locomotion = this.GetComponent <ShadowLocomotionController>(); this.anim = this.GetComponent <ShadowAnimationController>(); this.headLook = this.GetComponent <ShadowHeadLookController>(); this.reach = this.GetComponent <ShadowReachController>(); this.ragdoll = this.GetComponent <ShadowRagdollController>(); }
// Use this for initialization void Start() { this.buffer1 = this.NewTransformArray(); this.loco = this.GetComponent <ShadowLocomotionController>(); this.ControlledStartAll(); }