Esempio n. 1
0
        // Use this for initialization
        void Start()
        {
            config = new ActorConfig(this);
            config.GenerateArmLength();

            weapon.rb.centerOfMass = weapon.rb.transform.InverseTransformPoint(weapon.saberCoM.position);
            Physics.IgnoreCollision(collider, weapon.collider);
            modelDesign.Prepare();
            //ModelGenerator.RandomizeModel(this);
            tactics = new AITactics(this);
            _observer = new Observer(this);
            DominantIK = weapon.gameObject;
        }
Esempio n. 2
0
        // Use this for initialization
        void Start()
        {
            _config = new PlayerConfig(this);
            _config.GenerateArmLength();
            _config.GenerateHandSize();

            controls = new Controls(device, this);
            weapon.rb.centerOfMass = weapon.rb.transform.InverseTransformPoint(weapon.saberCoM.position);
            //Physics.IgnoreCollision(collider, weapon.collider);

            modelDesign.Prepare();
            _observer = new Observer(this);
            DominantIK = weapon.gameObject;
            Time.timeScale = 0;
        }
Esempio n. 3
0
        void Start()
        {
            config = new ActorConfig(this);
            config.GenerateArmLength();
            
            weapon.rb.centerOfMass = weapon.rb.transform.InverseTransformPoint(weapon.saberCoM.position);
            // Physics.IgnoreCollision(collider, weapon.collider); // Instead, colliders will all be triggers, aside from the bottom collider that keeps them from falling through the floor.

            modelDesign.Prepare();
            _observer = new Observer(this);
            DominantIK = weapon.gameObject;
        }