void Start() { point = new List <Vector3>(); //Synthesis.Init(o, c, point); for (int i = 0; i < o.Count; i++) { point.Add(Global_Functions.get_new_point(o[i], c[0].transform.position)); } point[1] = new Vector3(point[1].x + 4 * Global_Functions.get_radius(c[0]), point[1].y, point[1].z); }
void FixedUpdate() { move_body = main_gui.move_body; speed = main_gui.speed; if (move_body) { GetComponent <Rigidbody>().MovePosition(GetComponent <Rigidbody>().position + speed * o.transform.position * Time.deltaTime - 0.02f * new Vector3(0, Global_Functions.get_radius(gameObject), 0)); } if (Input.GetKeyDown(KeyCode.S) && !move_body) { move_body = true; } if (Vector3.Distance(o.transform.position, transform.position) <= 0.9f) { if (!connect_object) { StartCoroutine(add(o)); connect_object = true; } } }