// Use this for initialization void Start() { //_speed = 50; //_rotation_speed = 90; _maxSpeed = 3; maxWidth = calculateMaxWidth(); maxHeight = calculateMaxHeight(); shipVelocity = new Vector2(0,0); shipAngle = 0; //Debug.Log ("ShipComponentLength0: "+ shipMap.GetLength(0) + ", shipcomponentLength1: "+ shipMap.GetLength(1)); //Debug.Log ("MaxWidth: " + maxWidth + ", maxHeight: " + maxHeight); componentArray = new GameObject[7, 5]; int xPosition = -100; int yPosition = 100; circuitBoardScript = GetComponent("CircuitBoard") as CircuitBoard; for(int i = 0; i < shipMap.GetLength(0); ++i) { xPosition = -300; for(int j = 0; j < shipMap.GetLength(1); ++j) { int val = shipMap[i,j]; switch(val) { case 1: { componentArray[i,j] = (GameObject)Instantiate(passthroughPrefab, new Vector3(xPosition, yPosition, 0), Quaternion.identity); break; } case 2: { componentArray[i,j] = (GameObject)Instantiate(powersupplyPrefab, new Vector3(xPosition, yPosition, 0), Quaternion.identity); break; } case 3: { componentArray[i,j] = (GameObject)Instantiate(thrusterPrefab, new Vector3(xPosition, yPosition, 0), Quaternion.identity); break; } case 4: { componentArray[i,j] = (GameObject)Instantiate(gunPrefab, new Vector3(xPosition, yPosition, 0), Quaternion.identity); break; } default: { break; } } xPosition += tileX; } yPosition -= tileY; } circuitBoardScript.setGameObjectArray(ref shipMap, ref maxWidth, ref maxHeight); //this.transform.position = new Vector2(1.736f, -125.52f); followship = Camera.main.GetComponent("FollowShip") as FollowShip; followship.player = this.transform; followship.circuitBoardScript = circuitBoardScript; followship.enabled = true; //FollowShip temp = Camera.main.GetComponent("FollowShip") as FollowShip; //temp.player = this.transform; //temp.circuitBoardScript = circuitBoardScript; //temp.enabled = true; centerofMass = computeCenterOfMass(); }
void Start() { targetPosition = transform.position; msInstance = this; }