private void Awake() { ballLauncher = GetComponent <BallLauncher>(); mainCamera = Camera.main; levelManager = FindObjectOfType <LevelManager>(); trajectoryRenderer = GetComponent <TrajectoryRenderer>(); }
private void Start() { archerController = GetComponent <ArcherTopDownController>(); currentArrow = arrowPosition.GetComponentInChildren <Arrow>(); gravity = Physics.gravity.y; trajectoryRenderer = GetComponent <TrajectoryRenderer>(); }
private void Start() { rb = GetComponent <Rigidbody2D>(); cam = Camera.main; trajectoryRenderer = GameObject.FindGameObjectWithTag("TrajectoryRenderer").GetComponent <TrajectoryRenderer>(); }
private void Start() { trajectoryRenderer = GetComponent <TrajectoryRenderer>(); if (currentArrow == null) { currentArrow = Instantiate(arrowPrefab, arrowSpawnPosition.position, arrowSpawnPosition.rotation, arrowSpawnPosition); } Physics.gravity = new Vector3(0, -40f, 0); }
private bool m_bDisplayLandingPosition; // Whether or not to display the landing position. /// <summary> /// Make sure that the critical value - the soccer ball and its velocity - as well as the optional values are set up correctly. /// </summary> void Start() { m_vInitialPosition = Vector3.zero; m_vKickVelocity = Vector3.zero; m_trajectory = GetComponent <TrajectoryRenderer>(); // Create the landing display object - if both possible and necessary if (m_templateObject != null && m_landingPosition == null) { m_landingPosition = new GameObject("Soccer Ball Landing Display"); m_landingPosition.transform.position = m_templateObject.transform.position; m_landingPosition.transform.localScale = m_templateObject.transform.localScale; m_landingPosition.AddComponent <MeshFilter>(); m_landingPosition.GetComponent <MeshFilter>().mesh = m_templateObject.GetComponent <MeshFilter>().mesh; m_landingPosition.AddComponent <MeshRenderer>(); m_landingPosition.GetComponent <MeshRenderer>().material = m_landingMaterial; } }