예제 #1
0
    void Start()
    {
        sr                = transform.rotation;
        sr.Duration       = 0.5f;
        FindPathByObjects = GameObject.FindGameObjectsWithTag("WayPoint");

        path = new Transform[FindPathByObjects.Length];

        Array.Sort(FindPathByObjects, CompareObNames);


        for (int i = 0; i < FindPathByObjects.Length; i++)
        {
            path[i] = FindPathByObjects[i].transform;
        }
        //Array.Sort(path);



        GizmoPath = new Vector3[path.Length];
        position  = transform.position;


        for (int i = 0; i < path.Length; i++)
        {
            GizmoPath[i] = path[i].position;
        }
    }
예제 #2
0
    void Start()
    {
        quaternion          = transform.rotation;
        quaternion.Duration = .5f;

        // get the debug config unless we are in the small intestine tutorial
        if (Application.loadedLevelName != "SmallIntestineTutorial")
        {
            debugConfig = ((GameObject)GameObject.Find("Debug Config")).GetComponent <DebugConfig>();
        }
    }
예제 #3
0
    EsophagusDebugConfig debugConfig;           //!< to hold a reference to the mouth debug config

    /**
     * Use this for initialization
     * Finds references and initializes values.
     */
    void Start()
    {
        GameObject flaps = GameObject.Find("Flaps");                                                                            // find the reference to the flaps

        flap = flaps.GetComponent <openFlap>();                                                                                 // find the script on the flaps

        quaternion          = transform.rotation;
        quaternion.Duration = .5f;

        debugConfig = GameObject.Find("Debugger").GetComponent <EsophagusDebugConfig>();        // find the reference to the debugger
        b           = GameObject.Find("flap1").GetComponent <BoxCollider> ();
    }
예제 #4
0
    //Use this instead of Awake since this is a MonoBehaviorSingleton
    //void Awake()
    protected override void Initialize()
    {
        //Expect a Camera component in this class' object
        ourCamera = transform.GetComponent <Camera>() as Camera;
        if (ourCamera == null)
        {
            Debug.LogError("camera == null");
        }

        lookAtTarget = Vector3.zero;

        //Smoothing helpers
        posSmoother = new SmoothVector3(Vector3.zero);
        rotSmoother = new SmoothQuaternion(Quaternion.identity);

        followHmdEnabled = false;
    }
예제 #5
0
    void Start()
    {
        // Model bones
        headBone = transform.FindChild("Fish/Armature/Bone_001");
        bodyBone = transform.FindChild("Fish/Armature/Bone_001/Bone_002/Bone_003");
        tailBone = transform.FindChild("Fish/Armature/Bone_001/Bone_002/Bone_003/Bone_004");

        // Bone rotations to lerp with
        bodyRotation          = transform.rotation;
        bodyRotation.Duration = bodyRotationVelocity;
        fishRotation          = transform.rotation;
        fishRotation.Duration = bodyRotationVelocity / 2;
        headRotation          = transform.rotation;
        headRotation.Duration = bodyRotationVelocity / 5;

        generalToBone = Quaternion.Inverse(transform.rotation) * bodyBone.rotation;
        path.Add(transform.position);

        lineRenderer = Camera.mainCamera.gameObject.AddComponent <LineRenderer>();
        lineRenderer.SetWidth(0.0f, 0.0f);
    }
    void Start()
    {
        sr = transform.rotation;
        sr.Duration = 0.5f;
        FindPathByObjects = GameObject.FindGameObjectsWithTag("WayPoint");

        path = new Transform[FindPathByObjects.Length];

        Array.Sort(FindPathByObjects, CompareObNames);

        for(int i = 0; i < FindPathByObjects.Length; i++)
        {
            path[i] = FindPathByObjects[i].transform;
        }
        //Array.Sort(path);

        GizmoPath = new Vector3[path.Length];
        position = transform.position;

        for(int i = 0; i < path.Length; i++)
        {
            GizmoPath[i] = path[i].position;
        }
    }
예제 #7
0
	// Use this for initialization
	void Start () {
		smoothQ = transform.rotation;
		startingRotation = transform.rotation;
		smoothQ.Duration = 0.5f;
	}