void Start() { base.ID = (int)IDList.ID.Mechanism; _camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraEnd> (); _sfxManager = GameObject.FindGameObjectWithTag("SFXManager").GetComponent <SFXController> (); _player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerPickup> (); _gears = _maxGears - GearsNeeded; _gearsPrefab = new List <GameObject> (); _gearsPrefab.Add(GearLarge); _gearsPrefab.Add(GearMedium); _gearsPrefab.Add(GearSmall); _gearsPos = new List <Vector3> (); _gearsPos.Add(LargePosition); _gearsPos.Add(MediumPosition); _gearsPos.Add(SmallPosition); _newGear = Instantiate(GearFixed); _newGear.GetComponent <Collider2D> ().enabled = false; _newGear.transform.position = this.transform.position + FixedPosition; _newGear.transform.parent = this.transform.parent; _newGear.GetComponent <Gear> ().RotateRight(); for (int i = GearsNeeded; i < 3; i++) { _newGear = Instantiate(_gearsPrefab[i]); _newGear.GetComponent <Collider2D> ().enabled = false; _newGear.transform.position = this.transform.position + _gearsPos[i]; _newGear.transform.parent = this.transform.parent; Vector3 scale = new Vector3(0.3f, 0.3f, 1); _newGear.transform.localScale = scale; if (i == 0) { _newGear.GetComponent <Gear> ().RotateRight(); } else { _newGear.GetComponent <Gear> ().RotateLeft(); } } }
// Use this for initialization void Start() { CameraAC.enabled = false; _target = GameObject.FindGameObjectWithTag("Player").transform; _lastTargetPosition = _target.position; _offsetZ = (transform.position - _target.position).z; transform.parent = null; _playerHealth = _target.gameObject.GetComponent <HealthManager> (); _cameraStart = GetComponent <CameraStart> (); _cameraEnd = GetComponent <CameraEnd> (); Vector3 PlayerPos = GameObject.FindGameObjectWithTag("Player").transform.position; Vector3 Pos = new Vector3(PlayerPos.x, PlayerPos.y, -10); Pos.x = Mathf.Clamp(Pos.x, -XBound, XBound); Pos.y = Mathf.Clamp(Pos.y, -YBound, YBound); _cameraTrans = this.transform; _cameraTrans.position = Pos; }