public void ReparentFlippers(PrimitiveComponent primitive, GameObject gameObject, ref GameObject parent) { PatcherUtil.Reparent(gameObject, parent); primitive.Position = Vector3.zero; primitive.Rotation.y = 0; }
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; }
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; }
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; }
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; }
public void ReparentFlippers(GameObject gameObject, ref GameObject parent) { PatcherUtil.Reparent(gameObject, parent); }