//public Vector2 targetPosition; public void Initialize(Tentacle parent, int index) { parentTentacle = parent; this.index = index; tOffset = (float)index / (float)parentTentacle.segments * Mathf.PI * 2.0f; //myRigidBody = gameObject.AddComponent<Rigidbody2D>(); //myRigidBody.bodyType = RigidbodyType2D.Kinematic; //myRigidBody.gravityScale = 0; float w = parentTentacle.GetTentSegmentWidth(index); GameObject stretchSegment = Object.Instantiate(parentTentacle.GetTentSegmentPrefab(index), transform); stretchSegment.name = string.Format("Segment {0}", index); stretchSegment.transform.localScale = new Vector3(1.0f, w, 1.0f); stretchSegment.transform.localPosition = Vector2.zero; stretchTo = stretchSegment.GetComponent <StretchTo>(); GameObject roundSegment = Object.Instantiate(parent.pack.tentacleSpriteRounderPrefab, transform); roundSegment.name = string.Format("Rounder {0}", index); roundSegment.transform.localScale = new Vector3(w, w, 1.0f); roundSegment.transform.localPosition = new Vector3(0, 0, 1); lastPoint = parentTentacle.GetTentSegmentLastPoint(index); nextPoint = parentTentacle.endPoint; parentTentacle.UpdateTentSegmentNextPointMaybe(this); }