void Start() { this.bodyInterface = character.GetComponent<BodyInterface>(); // If we're working with a reduced character, like in the HeadLook and // Reach demo, we might not have a BodyInterface, so we'll need to manually // fetch the right shadow controllers. In practice, you don't want to do this. if (this.bodyInterface == null) { this.reach = character.GetComponent<ShadowReachController>(); this.headLook = character.GetComponent<ShadowHeadLookController>(); } }
void Start() { this.bodyInterface = character.GetComponent <Body>(); // If we're working with a reduced character, like in the HeadLook and // Reach demo, we might not have a BodyInterface, so we'll need to manually // fetch the right shadow controllers. In practice, you don't want to do this. if (this.bodyInterface == null) { this.reach = character.GetComponent <ShadowReachController>(); this.headLook = character.GetComponent <ShadowHeadLookController>(); } }
void Awake() { this.sWeight = new Slider(2.0f); this.aWeight = new Slider(2.0f); this.hWeight = new Slider(2.0f); this.rWeight = new Slider(2.0f); this.dWeight = new Slider(2.0f); this.sitting = this.GetComponent <ShadowSittingController>(); this.locomotion = this.GetComponent <ShadowLocomotionController>(); this.anim = this.GetComponent <ShadowAnimationController>(); this.headLook = this.GetComponent <ShadowHeadLookController>(); this.reach = this.GetComponent <ShadowReachController>(); this.ragdoll = this.GetComponent <ShadowRagdollController>(); }
void Awake() { this.sWeight = new Slider(2.0f); this.aWeight = new Slider(2.0f); this.hWeight = new Slider(2.0f); this.rWeight = new Slider(2.0f); this.dWeight = new Slider(2.0f); this.sitting = this.GetComponent<ShadowSittingController>(); this.locomotion = this.GetComponent<ShadowLocomotionController>(); this.anim = this.GetComponent<ShadowAnimationController>(); this.headLook = this.GetComponent<ShadowHeadLookController>(); this.reach = this.GetComponent<ShadowReachController>(); this.ragdoll = this.GetComponent<ShadowRagdollController>(); }