// Use this for initialization void Start() { _controlServices = GetComponent <ControlServices>(); origCOM = GetComponent <Rigidbody>().centerOfMass; GetComponent <Rigidbody>().centerOfMass = GetComponent <Rigidbody>().centerOfMass;// -new Vector3(0, 1, 0); origCOM = GetComponent <Rigidbody>().centerOfMass; _currentThurstLevel = ForwardThrust; }
void Start() { _controlServices = GetComponent <ControlServices>(); _cam = _controlServices.ControlledCamera; _lastOrbitDistance = (_minimumFollowingDistance + _maximumFollowingDistance) * 0.5f; GameState.Instance.OnPauseLevelChanged += new PauseLevelChanged(Instance_OnPauseLevelChanged); OnAcquiredControl(); }
void Awake() { _layerMask = new LayerMask(); _layerMask = 1 << LayerMask.NameToLayer("GrabbableObject"); _controlServices = GetComponent <ControlServices>(); _cameraController = _controlServices.ControlledCamera; _holdObjectFunction = GetComponent <HoldObjectFunction>(); _state = ImpulseGunState.Idle; GameContext.Instance.Player.ImpulseBeamTool = this; }
void Awake() { _controlServices = GetComponent <ControlServices>(); }
void Awake() { _controlServices = GetComponent <ControlServices>(); GameState.Instance.OnPauseLevelChanged += new PauseLevelChanged(Instance_OnPauseLevelChanged); }
void Awake() { _controlServices = GetComponent <ControlServices>(); _cameraController = _controlServices.ControlledCamera; }
void Start() { //MetablastUI.Instance.HudView.ScanButtonPressed += (HudView_ScanButtonPressed); _controlServices = GetComponent <ControlServices>(); }