public void ReparentFlippers(PrimitiveComponent primitive, GameObject gameObject, ref GameObject parent)
        {
            PatcherUtil.Reparent(gameObject, parent);

            primitive.Position   = Vector3.zero;
            primitive.Rotation.y = 0;
        }
Esempio n. 2
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 public void ReparentFlippers(Primitive flipper, GameObject gameObject, ref GameObject parent)
 {
     PatcherUtil.Reparent(gameObject, parent);
     gameObject.transform.localPosition = new Vector3(0, 0, 0);
     gameObject.transform.localRotation = Quaternion.identity;
     flipper.Data.Position.X            = 0;
     flipper.Data.Position.Y            = 0;
 }
Esempio n. 3
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        public void ReparentFlipper(FlipperComponent flipper, GameObject go, ref GameObject parent)
        {
            PatcherUtil.Reparent(go, parent);
            PatcherUtil.Hide(go.GetComponentInChildren <FlipperRubberMeshComponent>().gameObject);

            flipper.Position.x  = 0;
            flipper.Position.y  = 0;
            flipper._startAngle = 0;
        }
Esempio n. 4
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        public void ReparentFlippers(PrimitiveComponent flipper, GameObject gameObject, ref GameObject parent)
        {
            PatcherUtil.Reparent(gameObject, parent);

            flipper.Position.x = 0;
            flipper.Position.y = 0;

            flipper.ObjectRotation.z = 0;
        }
Esempio n. 5
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        public void ReparentFlippers(PrimitiveComponent flipper, GameObject gameObject, ref GameObject parent)
        {
            PatcherUtil.Reparent(gameObject, parent);

            flipper.Position.x = 0;
            flipper.Position.y = 0;

            // // rotation is set in the original data, reparenting caused the flippers to be rotated wrong => fixing the rotation
            flipper.Rotation.y = 0;
        }
Esempio n. 6
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 public void ReparentFlippers(GameObject gameObject, ref GameObject parent)
 {
     PatcherUtil.Reparent(gameObject, parent);
 }