void Start() { indikatorLayer = GameObject.Find ("IndikatorLayer").GetComponent<IndikatorLayer> (); mountainHandler = GameObject.Find ("Map").GetComponent<MountainHandler> (); mainCameraHandler = gameObject.GetComponent<MainCameraHandler> (); allWindParticles = GameObject.Find ("Main Camera/Wind Particle System").GetComponent<AllWindParticles> (); ui = GameObject.Find ("UI Root").GetComponent<globalUIHandler> (); // FIXME Besser wäre: Nochmal händisch auslesen und eintragen for (int n = 0; n<16; n++) for (int i = 0; i<3; i++) { sourcePositions[n,i] = rotationMiddlePositions[i]-(Quaternion.Euler (0,22.5f*n,0) * new Vector3(0f, -2f,12f)); } indikatorSourcePositions = sourcePositions; // Initial: Mittleren Berg auswählen changePieceTo (1); }
void Start() { mountainHandler = GameObject.Find ("Map").GetComponent<MountainHandler> (); mainCameraHandler = Camera.main.GetComponent<MainCameraHandler> (); changePiece = Camera.main.GetComponent<ChangePiece> (); ui = GameObject.Find ("UI Root").GetComponent<globalUIHandler> (); }
void Start() { mountainHandler = GameObject.Find ("Map").GetComponent<MountainHandler> (); compassModel = GameObject.Find ("Compass").GetComponent<CompassModel> (); changePiece = gameObject.GetComponent<ChangePiece> (); rotationMiddle = GameObject.Find ("Main Camera").GetComponent<ChangePiece> ().rotationMiddlePositions; for (int n = 0; n<16; n++) for (int i = 0; i<3; i++) // calculate camera positions on leaving the compass mode leavingCameraPositions [n, i] = rotationMiddle [i] + (Quaternion.Euler (0, 22.5f * n, 0) * new Vector3(19.696f,3.473f,0));// x = Distance * sin(80) / sin(90); y = Distance * sin(10) / sin(90) Vector3 angles = transform.eulerAngles; rotationYAxis = angles.y; rotationXAxis = angles.x; // Make the rigid body not change rotation if(GetComponent<Rigidbody>()) { GetComponent<Rigidbody>().freezeRotation = true; } }