private void Awake() { // Assigning all the gameobjects that our goat needs to interact with. _mountain = GameObject.Find("Mountain").GetComponent <Mountain>(); _ground = GameObject.Find("GroundMesh").GetComponent <Ground>(); _cannon = GameObject.Find("GoatCannon").GetComponent <Cannon>(); _forces = GameObject.Find("Environment Forces").GetComponent <EnvironmentForces>(); // Extracting the attributes needed for physics. _angle = _cannon.Angle; _initialVelocity = _cannon.Velocity; _gravity = _forces.Gravity; _airResistance = _forces.AirResistance; _myVerlets = new List <Verlet>(); _mountainVertices = new List <Vector3>(); _groundVertices = new List <Vector3>(); _lines = new List <LineRenderer>(); CreateVerlets(); // Initialize the forces acting upon the verlet(s) to be 0 at start. foreach (var verlet in _myVerlets) { verlet.CurrentForce = Vector3.zero; } }
// Use this for initialization private void Start() { _cannon = GameObject.Find(ProjectileType.ToString() + "Cannon").GetComponent <Cannon>(); _forces = GameObject.Find("Environment Forces").GetComponent <EnvironmentForces>(); // Compoenent Initial velocity // Vx = Vi * Cos(Theta) // Vy = Vi * Sin(Theta) _velocity.x = _cannon.Velocity * Mathf.Cos(Mathf.Deg2Rad * _cannon.Angle); _velocity.y = _cannon.Velocity * Mathf.Sin(Mathf.Deg2Rad * _cannon.Angle); if (ProjectileType == ProjectileType.Goat) { _velocity.x = -_velocity.x; } }