// Use this for initialization void Start() { _update_action = new UnityAction[] { update__grab_to_plane, update__wait_release_grab, update__wind_rotate, update__play_gravity, update__wait_relax }; _anim = GetComponent <Animator>(); _wing_mesh = freestyle_point.Find("Plane").gameObject; _wing_bone = freestyle_point.Find("wing").gameObject; _pause = FindObjectOfType <als_game_manage>(); _tutorial_menu = FindObjectOfType <als_tutorial_menu>(); _max_help = (PlayerPrefs.GetInt("control_layout", 0) == 1 ? 7 : 5); _camera = FindObjectOfType <als_camera_movement>(); _camera.lookat_disable(); _gravity = Physics2D.gravity; gymnast.disable_control(float.MaxValue); //_anim.Play("level00_camera_start2"); }
void Awake() { _camera = Object.FindObjectOfType <als_camera_movement>(); _xf_lookat = get_target().transform; }
void Awake() { _camera = Object.FindObjectOfType <als_camera_movement>(); _wait = new WaitForSeconds(camera_return_delay_sec); }
protected override void Start() { base.Start(); _camera = FindObjectOfType <als_camera_movement>(); }