// Use this for initialization void Start() { wind = GameObject.FindGameObjectWithTag("cannons").GetComponent <windBehaviour>(); windSpeed = 0; posX = Random.Range(1f, 9f); transform.position = new Vector3(posX, posY, 0); Velocity.x = 0; Velocity.y = 0; points = new Transform[19]; lines = new LineRenderer[18]; currentPos = new Vector3[19]; previousPos = new Vector3[19]; lengthConstraints = new float[19]; lengthTolerance = 0.005f; angleConstraints = new float[19]; angleTolerance = 0.01f; velX = new float[19]; //this does not store velocity, rather it is just used to calculate inertia for each point velY = new float[19]; head = transform.Find("Head"); body = transform.Find("Body"); draw(true); buildConstraints(); float dir = Random.Range(-1f, 1f); if (dir < 0) { flipTurkey(-1); } int jump = Random.Range(1, 14); InvokeRepeating("Jump", jump, 7f); }
// Use this for initialization void Start() { transform.position = new Vector3(InitPosX, InitPosY, 0); wind = GameObject.FindGameObjectWithTag("cannons").GetComponent <windBehaviour>(); angle = GameObject.FindGameObjectWithTag("cannons").GetComponent <cannonBehaviour>().getCannonAngle(); //find firing angle // compute mountain slope rightSlope = (rightBot.y - rightTop.y) / (rightBot.x - rightTop.x); leftSlope = (leftBot.y - leftTop.y) / (leftBot.x - leftTop.x); //set appropriate initial velocity Velocity.x = -initialVelocity *Mathf.Cos(Mathf.Deg2Rad *angle); Velocity.y = initialVelocity * Mathf.Sin(Mathf.Deg2Rad * angle); turkeyManager = GameObject.Find("TurkeyManager").GetComponent <turkeyManager>(); turkeyList = turkeyManager.turkeyList; }
// Use this for initialization void Start() { wind = GameObject.FindGameObjectWithTag("cannons").GetComponent <windBehaviour>(); }