private void Awake() { this.xform = base.transform; this.rbd = base.GetComponent<Rigidbody>(); this.lookConstraint = base.GetComponent<SmoothLookAtConstraint>(); this.projectile = base.GetComponent<Projectile>(); this.projectile.AddOnLaunchedDelegate(new Projectile.OnLaunched(this.OnLaunched)); this.projectile.AddOnLaunchedUpdateDelegate(new Projectile.OnLaunchedUpdate(this.OnLaunchedUpdate)); this.projectile.AddOnDetonationDelegate(new Projectile.OnDetonation(this.OnDetonateProjectile)); }
private void Awake() { this.xform = base.transform; this.rbd = base.GetComponent <Rigidbody>(); this.lookConstraint = base.GetComponent <SmoothLookAtConstraint>(); this.projectile = base.GetComponent <Projectile>(); this.projectile.AddOnLaunchedDelegate(new Projectile.OnLaunched(this.OnLaunched)); this.projectile.AddOnLaunchedUpdateDelegate(new Projectile.OnLaunchedUpdate(this.OnLaunchedUpdate)); this.projectile.AddOnDetonationDelegate(new Projectile.OnDetonation(this.OnDetonateProjectile)); }
private void Awake() { this.xform = this.transform; this.rbd = this.rigidbody; this.lookConstraint = this.GetComponent<SmoothLookAtConstraint>(); this.projectile = this.GetComponent<Projectile>(); this.projectile.AddOnLaunchedDelegate(this.OnLaunched); this.projectile.AddOnLaunchedUpdateDelegate(this.OnLaunchedUpdate); this.projectile.AddOnDetonationDelegate(this.OnDetonateProjectile); }
private void Awake() { this.xform = this.transform; this.rbd = this.rigidbody; this.lookConstraint = this.GetComponent <SmoothLookAtConstraint>(); this.projectile = this.GetComponent <Projectile>(); this.projectile.AddOnLaunchedDelegate(this.OnLaunched); this.projectile.AddOnLaunchedUpdateDelegate(this.OnLaunchedUpdate); this.projectile.AddOnDetonationDelegate(this.OnDetonateProjectile); }
private void Awake() { this.xform = base.transform; this.xformCns = base.gameObject.AddComponent <TransformConstraint>(); this.xformCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.xformCns.constrainRotation = false; this.lookCns = base.gameObject.AddComponent <SmoothLookAtConstraint>(); this.lookCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.lookCns.pointAxis = Vector3.up; this.lookCns.upAxis = Vector3.forward; this.lookCns.speed = this.turnSpeed; base.StartCoroutine(this.LookAtRandom()); base.StartCoroutine(this.MoveRandom()); }
private void Awake() { this.xform = base.transform; this.xformCns = base.gameObject.AddComponent<TransformConstraint>(); this.xformCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.xformCns.constrainRotation = false; this.lookCns = base.gameObject.AddComponent<SmoothLookAtConstraint>(); this.lookCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.lookCns.pointAxis = Vector3.up; this.lookCns.upAxis = Vector3.forward; this.lookCns.speed = this.turnSpeed; base.StartCoroutine(this.LookAtRandom()); base.StartCoroutine(this.MoveRandom()); }
private void Awake() { this.xform = this.transform; // Cache // Add a transform constraint this.xformCns = this.gameObject.AddComponent<TransformConstraint>(); this.xformCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.xformCns.constrainRotation = false; // Add a smooth lookAt constraint this.lookCns = this.gameObject.AddComponent<SmoothLookAtConstraint>(); this.lookCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.lookCns.pointAxis = Vector3.up; this.lookCns.upAxis = Vector3.forward; this.lookCns.speed = this.turnSpeed; // Start some co-routines to illustrate SetByScript this.StartCoroutine(this.LookAtRandom()); this.StartCoroutine(this.MoveRandom()); }
private void Awake() { this.xform = this.transform; // Cache // Add a transform constraint this.xformCns = this.gameObject.AddComponent <TransformConstraint>(); this.xformCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.xformCns.constrainRotation = false; // Add a smooth lookAt constraint this.lookCns = this.gameObject.AddComponent <SmoothLookAtConstraint>(); this.lookCns.noTargetMode = UnityConstraints.NO_TARGET_OPTIONS.SetByScript; this.lookCns.pointAxis = Vector3.up; this.lookCns.upAxis = Vector3.forward; this.lookCns.speed = this.turnSpeed; // Start some co-routines to illustrate SetByScript this.StartCoroutine(this.LookAtRandom()); this.StartCoroutine(this.MoveRandom()); }