// Start is called before the first frame update void Start() { _TArray = GetComponent <TransformArray_Linear>(); _LineRenderer = GetComponent <LineRenderer>(); _LineRenderer.positionCount = _TArray._GameObjects.Length; print("Initialized with count of: " + _LineRenderer.positionCount); }
// Start is called before the first frame update void Awake() { _FollowArray = GetComponent <TransformArray_Linear>(); // Spawn transforms _FollowArray.Spawn(); // Parent first transform the the transform array _FollowArray._GameObjects[0].transform.SetParent(_FollowArray.transform); _FollowArray._GameObjects[0].transform.localRotation = Quaternion.identity; for (int i = 1; i < _FollowArray._GameObjects.Length; i++) { FollowOffset follow = _FollowArray._GameObjects[i].AddComponent <FollowOffset>(); follow.Init(_FollowArray._GameObjects[i - 1].transform, _Smoothing); } }