void Start() { List <string> animationFiles = new List <string>(); animationFiles.Add("take-1_DEFAULT_C26"); animationFiles.Add("take-2_DEFAULT_C26"); animationFiles.Add("take-3_DEFAULT_C26"); animationFiles.Add("take-4_DEFAULT_C26"); animationFiles.Add("take-5_DEFAULT_C26"); animationFiles.Add("take-6_DEFAULT_C26"); // We assume that the Character has the correct structure this._model = this.gameObject.transform; this._mc = new MovementComponent(this._model); this._fc = new FollowerComponent(this._model); this._ac = new AnimationComponent(this._model); this._rc = new RuntimeComponent(this._fc, animationFiles, RecalculateAnimationsFlag); if (this._model == null) { throw new System.Exception("SalamanderController was unable to find the model."); } // Initialize Trajectory's past to the initial position for (int i = 0; i < FeaturePastPoints; i++) { this._trajectory.points.Add(new Trajectory.Point(new Vector2(0f, 0f), Quaternion.identity)); } }
void Start() { // We assume that the Character has the correct structure Transform character = this.gameObject.transform; this._model = character.GetChild(0); this._mc = new MovementComponent(character); this._fc = new FollowerComponent(this._model); this._rc = new RuntimeComponent(this._fc); this._ac = new AnimationComponent(this._model.GetChild(0)); // Initialize Trajectory's past to the initial position for (int i = 0; i < FeaturePastPoints; i++) { this._trajectory.points.Add(new Trajectory.Point(new Vector2(0f, 0f), Quaternion.identity)); } }