/* * Could change ui to single bar? * Gravity Rush style * midair momentum halt uses bar? * warp uses percentage of bar? */ void Start() { // check for missing prefabs if (primaryKnifePrefab == null) { throw new MissingReferenceException("No primaryKnifePrefab object given."); } if (secondaryKnifePrefab == null) { throw new MissingReferenceException("No secondaryKnifePrefab object given."); } if (knifeInHand == null) { throw new MissingReferenceException("No knifeInHand object given."); } knifeViewModelRenderer = knifeInHand.GetComponent <Renderer>(); player = GameObject.FindGameObjectWithTag("Player"); if (player == null) { throw new MissingReferenceException("No player object found."); } playerColliders = player.GetComponentsInChildren <Collider>(); playerMotor = player.GetComponent <PlayerMotor>(); weapon = GetComponent <WeaponController>(); weapon.Setup(this); currentWarps = maxWarps; warpLookAheadCollider = GameObject.FindGameObjectWithTag("WarpLookAheadCollider").GetComponent <WarpLookAheadCollider>(); }
/* * Passes the knifecontroller and parameter spin speed to the knife */ public virtual void Setup(Transform _ownerTransform, WarpLookAheadCollider _lookAhead) { ownerTransform = _ownerTransform; warpLookAheadCollider = _lookAhead; stuckInSurface = false; gravShiftVector = Vector3.zero; rb = GetComponent <Rigidbody>(); dontGoThroughThings = GetComponent <DontGoThroughThings>(); trailRenderer = GetComponentInChildren <TrailRenderer>(); // Attach the WarpLookAheadCollider to this knife this.PostNotification(AttachLookAheadColliderNotification, this); //transform.LookAt(transform.position + _controller.transform.forward, _controller.transform.up); //? <-(why is this question mark here?) }