void Awake() { if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } }
void Awake() { if (linearMapping == null) { linearMapping = GetComponent <VRLinearMapping>(); } }
void Start() { initialPosition = transform.localPosition; if (linearMapping == null) { linearMapping = GetComponent <VRLinearMapping>(); } }
void Start() { initialPosition = transform.localPosition; if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } }
void Awake() { if ( audioSource == null ) { audioSource = GetComponent<AudioSource>(); } if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } }
void Awake() { if (audioSource == null) { audioSource = GetComponent <AudioSource>(); } if (linearMapping == null) { linearMapping = GetComponent <VRLinearMapping>(); } }
void Awake() { if ( animator == null ) { animator = GetComponent<Animator>(); } if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } }
void Awake() { if (skinnedMesh == null) { skinnedMesh = GetComponent <SkinnedMeshRenderer>(); } if (linearMapping == null) { linearMapping = GetComponent <VRLinearMapping>(); } }
void Awake() { if ( skinnedMesh == null ) { skinnedMesh = GetComponent<SkinnedMeshRenderer>(); } if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } }
void Start() { if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } if ( linearMapping == null ) { linearMapping = gameObject.AddComponent<VRLinearMapping>(); } if ( repositionGameObject ) { UpdateLinearMapping( transform ); } }
void Start() { if (linearMapping == null) { linearMapping = GetComponent <VRLinearMapping>(); } if (linearMapping == null) { linearMapping = gameObject.AddComponent <VRLinearMapping>(); } if (repositionGameObject) { UpdateLinearMapping(transform); } }
/// <summary> /// Called sometime before the first frame /// </summary> void Start( ) { if (LinearMapping == null) { LinearMapping = GetComponent <VRLinearMapping> ( ); } if (LinearMapping == null) { LinearMapping = gameObject.AddComponent <VRLinearMapping> ( ); } InitialMappingOffset = LinearMapping.value; if (RepositionGameObject) { transform.position = Curve.GetPoint(LinearMapping.value); } }
void Awake() { if (animation == null) { animation = GetComponent <Animation>(); } if (linearMapping == null) { linearMapping = GetComponent <VRLinearMapping>(); } //We're assuming the animation has a single clip, and that's the one we're //going to scrub with the linear mapping. animation.playAutomatically = true; animState = animation[animation.clip.name]; //If the anim state's (i.e. clip's) wrap mode is Once (the default) or ClampForever, //Unity will automatically stop playing the anim, regardless of subsequent changes //to animState.time. Thus, we set the wrap mode to PingPong. animState.wrapMode = WrapMode.PingPong; animState.speed = 0; animLength = animState.length; }
void Awake() { if ( animation == null ) { animation = GetComponent<Animation>(); } if ( linearMapping == null ) { linearMapping = GetComponent<VRLinearMapping>(); } //We're assuming the animation has a single clip, and that's the one we're //going to scrub with the linear mapping. animation.playAutomatically = true; animState = animation[animation.clip.name]; //If the anim state's (i.e. clip's) wrap mode is Once (the default) or ClampForever, //Unity will automatically stop playing the anim, regardless of subsequent changes //to animState.time. Thus, we set the wrap mode to PingPong. animState.wrapMode = WrapMode.PingPong; animState.speed = 0; animLength = animState.length; }