コード例 #1
0
    // Use this for initialization
    void Start()
    {
        AGXUnity.Constraint[] constraints = GetComponentsInChildren <AGXUnity.Constraint>();

        m_winch = GetComponentInChildren <WireWinch>();

        m_lockJoints = new List <Constraint>();
        foreach (var c in constraints)
        {
            if (c.Type == ConstraintType.LockJoint)
            {
                m_lockJoints.Add(c);
            }
        }
    }
コード例 #2
0
 /// <summary>
 /// When the user is changing node type, e.g., between fixed and winch,
 /// we receive a callback handling winch dependencies.
 /// </summary>
 private void OnNodeType()
 {
     if (m_winch != null)
     {
         if (Wire == null || Type != Wire.NodeType.WinchNode)
         {
             ScriptComponent.DestroyImmediate(m_winch);
             m_winch = null;
         }
     }
     else if (Wire != null && Type == Wire.NodeType.WinchNode)
     {
         m_winch      = Wire.gameObject.AddComponent <WireWinch>();
         m_winch.Wire = Wire;
     }
 }