private void FixedUpdate() { if (Physics.Raycast(ray, out hit)) { bottomNode = hit.collider.gameObject; nodePathManager = bottomNode.GetComponentInParent <NodePathManager>(); NodePathChange = bottomNode.GetComponent <NodePathChange>(); } }
private void Awake() { originalPos = this.transform.position; instantiatePos = new Vector3(originalPos.x, originalPos.y, originalPos.z); nodePathManager = transform.parent.GetComponent <NodePathManager>(); originalScale = this.transform.localScale; shrinkPos = new Vector3(originalPos.x, originalPos.y - 2f, originalPos.z); shrinkScale = new Vector3(0.5f, 0.5f, 0f); }
// Start is called before the first frame update void Start() { uiPathManager = transform.parent.GetComponentInParent <UIPathManager>(); nodePathManager = uiPathManager.nodePathManager.GetComponent <NodePathManager>(); }
private void Start() { uiPathManager = transform.parent.GetComponentInParent <UIPathManager>(); nodePathManager = uiPathManager.nodePathManager.GetComponent <NodePathManager>(); nodePathChange = nodePathManager.GetComponentInChildren <NodePathChange>(); }
// Update is called once per frame void Start() { //thisObjectsMaterial = this.gameObject.GetComponent<Renderer>().material; uiPathManager = transform.parent.GetComponentInParent <UIPathManager>(); nodePathManager = uiPathManager.nodePathManager.GetComponent <NodePathManager>(); }