//public makeGhosts mg; // Start is called before the first frame update void Start() { points = new List <VerletPoint>(); lr = GetComponent <LineRenderer>(); establishConstraints(); pn = GameObject.Find("floor").GetComponent <PerlinNoise>(); boundBox = new Rectangle(new Vector2(pn.xMin, pn.yMin), new Vector2(pn.xMin, pn.yMax), new Vector2(pn.xMax, pn.yMax), new Vector2(pn.xMax, pn.yMin)); cannon = GameObject.Find("cannonRectangle").GetComponent <cannon>(); lr.positionCount = 13; dots = new GameObject[13]; for (int i = 0; i < 13; i++) { points.Add(new VerletPoint(this, i, randomPosition.x + coordinates[i, 0], randomPosition.y + coordinates[i, 1], randomPosition.x + firstStep + coordinates[i, 0], randomPosition.y + firstStep + coordinates[i, 1])); lr.SetPosition(i, new Vector3(randomPosition.x + firstStep + coordinates[i, 0], randomPosition.y + firstStep + coordinates[i, 1], 0)); dots[i] = Instantiate(dotPrefab, new Vector3(randomPosition.x + firstStep + coordinates[i, 0], randomPosition.y + firstStep + coordinates[i, 1], 0), Quaternion.identity); } for (int i = 0; i < 13; i++) { for (int j = 0; j < 13; j++) { points[i].distances[j] = Vector2.Distance(new Vector2(points[i].xprev, points[i].yprev), new Vector2(points[j].xprev, points[j].yprev)); } } }
// Use this for initialization void Start() { myMaterial = gameObject.transform.Find("button").GetComponent<Renderer>().material; myMaterial.SetColor ("_Color", Color.green); cannonScript = GameObject.Find("Cannon").GetComponent<cannon>(); Debug.Log ("cannonScript = " + cannonScript); }
void Start() { screenHeight = camera.orthographicSize; screenWidth = screenHeight * camera.aspect; GameObject tip = GameObject.Find("tipOfCannon"); transform.position = tip.transform.position; theta = tip.transform.parent.transform.eulerAngles.z; vix = -launchSpeed *Mathf.Sin(theta *(Mathf.PI / 180)); //sin and cos reversed for Initial x and Initial y velocity because theta = 0 along y axis //add negative sign because vix is in left direction (-x direction) viy = launchSpeed * Mathf.Cos(theta * (Mathf.PI / 180)); x = transform.position.x; y = transform.position.y; cloud = GameObject.Find("cloud").GetComponent <cloud>(); cannon = GameObject.Find("cannonRectangle").GetComponent <cannon>(); }