void Awake()
    {
        if (ActiveController == null)
        {
            ActiveController = this;
        }
        rb     = GetComponent <Rigidbody> ();
        rotors = new Transform[4] {
            frontLeftRotor,
            frontRightRotor,
            rearLeftRotor,
            rearRightRotor
        };
        MotorsEnabled = false;
//		UseGravity = false;
        Forward = forward.forward;
        Right   = right.forward;
        Up      = transform.up;
        CreateCameraTex();
//		transform.position = Vector3.up * 10;
        UseGravity = rb.useGravity;
//		UpdateConstraints ();
        rb.maxAngularVelocity = Mathf.Infinity;
        inputCtrl             = GetComponent <SimpleQuadController> ();
//		dot = new Texture2D ( 1, 1 );
//		dot.SetPixel ( 0, 0, Color.white );
//		dot.Apply ();
//		Debug.Log ( "it: " + rb.inertiaTensor + " itr: " + rb.inertiaTensorRotation );
//		rb.ResetInertiaTensor ();
//		rb.inertiaTensorRotation = Quaternion.identity;
//		Debug.Log ( "2 it: " + rb.inertiaTensor + " itr: " + rb.inertiaTensorRotation );
//		gameObject.SetActive ( false );
//		gameObject.SetActive ( true );
    }
 public override void OnEnter()
 {
     if (control == null)
     {
         control  = SimpleQuadController.ActiveController;
         motor    = control.controller;
         follower = control.follower;
         gimbal   = control.gimbal;
     }
 }
Esempio n. 3
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 void Awake()
 {
     ActiveController = this;
     rb             = GetComponent <Rigidbody> ();
     rb.constraints = RigidbodyConstraints.FreezeRotation;
     if (controller == null)
     {
         controller = GetComponent <QuadMotor> ();
     }
     if (followCam == null)
     {
         followCam = camTransform.GetComponent <FollowCamera> ();
     }
 }
Esempio n. 4
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    float _yMov = 0.0f;     //Have to add f bc or else 0.0 is a double not a float


    // Use this for initialization
    void Start()
    {
        motor = GetComponent <QuadMotor>();
    }