public override void OnFirstTreeCall() { base.OnFirstTreeCall(); //enable the snipe line to draw m_SnipeLine.SetLineRendererEnabled(true); }
public override void OnFirstTreeCall() { base.OnFirstTreeCall(); Vector3 pos = m_StartPos.position; pos.y = -21.1f; m_ChainLineRenderer.LineRenderer.SetPosition(0, m_StartPos.position); m_ChainLineRenderer.LineRenderer.SetPosition(1, m_StartPos.position); m_ChainLineRenderer.LineRenderer.SetPosition(2, m_StartPos.position); m_ChainLineRenderer.LineRenderer.SetPosition(3, m_StartPos.position); m_ChainLineRenderer.SetLineRendererEnabled(true); //iterate through each player to get initial direction and speed for (int i = 0; i < m_AIReference.PlayerList.Count; i++) { m_PlayersHit[m_AIReference.PlayerList[i].PlayerNumber] = false; m_ChainSpeeds[i] = (m_AIReference.PlayerList[i].transform.position - m_ChainLineRenderer.LineRenderer.GetPosition(m_PointIndexes[i])).magnitude / m_TravelTime; } }