//due to the menu system several other operations must take place prior //to the begining of this, to ensure that all other options are compleate //This is only called after a cerain number of frames. void delayedSetup() { valueProduce = timeline.transform.GetChild(0).gameObject; TLC = valueProduce.GetComponent <TimeLineControler>(); baseRot = transform.rotation.eulerAngles; if (invertVal) { baseRot = -baseRot; } if (fudgeRot180) { fudge = 180; } BallJ = transform.parent.GetComponent <BallJoint>(); if (BallJ) { pairentisBall = true; } }
void setAxis(TimeLineControler TLC) { switch (TLC.axisSelect) { case TimeLineControler.axis.XPos: XVal = ((TLC.curentZ * 50) + toolAdjument); break; case TimeLineControler.axis.YPos: YVal = ((TLC.curentZ * 50) + toolAdjument); break; case TimeLineControler.axis.ZPos: ZVal = (TLC.curentZ * 50); break; } }
// Use this for initialization void Start() { BS = GetComponent <BezierSpline>(); TLC = transform.root.GetComponent <TimeLineControler>(); }