// Start is called before the first frame update void Start() { tc = GetComponent <TimePoint_Corrector>(); tm_jump_effect = GetComponent <Time_Jump_Effect>(); for (int i = 0; i < 9; i++) { time_point_list.Add(new Time_Point()); } time_point_list.Add(new Time_Point()); // 9 Past (0) time_point_list.Add(new Time_Point()); // 10 Future (furthest point forward) foreach (var obj_type in object_type_list) { GameObject[] object_array = GameObject.FindGameObjectsWithTag(obj_type.tag); foreach (var obj in object_array) { moveable_object_spawn_transforms.Add(obj.transform); Object_Spawns new_spawn = new Object_Spawns(); new_spawn.position = obj.transform.position; new_spawn.obj = obj_type.obj; moveable_object_spawns.Add(new_spawn); } } GameObject[] doors = GameObject.FindGameObjectsWithTag("Door"); foreach (var door in doors) { door_list.Add(door.GetComponentInChildren <Door_Activation>()); door.GetComponentInChildren <Visible_Check>().Add_Camera(player_cam); } foreach (var obj in dupe_objs) { obj.vis = obj.obj.GetComponentInChildren <Visible_Check>(); obj.vis.Add_Camera(player_cam); } current_time = 0.0f; //Add_To_Buffer(hidden_start_pos, player_look_pivot.localRotation, current_time); List <Door_Data> door_data_list = new List <Door_Data>(); List <Object_Type> obj_array = new List <Object_Type>(); Add_To_Buffer(hidden_start_pos, player_look_pivot.localRotation, door_data_list.ToArray(), obj_array.ToArray(), current_time, false, is_grabbing); Log_Current_Timestamp(); // To set the initial jump timestamp for the first dupe to be skipped Add_To_Buffer(hidden_start_pos, player_look_pivot.localRotation, door_data_list.ToArray(), obj_array.ToArray(), current_time, false, is_grabbing); Add_To_Buffer(hidden_start_pos, player_look_pivot.localRotation, door_data_list.ToArray(), obj_array.ToArray(), current_time, false, is_grabbing); Add_To_Buffer(hidden_start_pos, player_look_pivot.localRotation, door_data_list.ToArray(), obj_array.ToArray(), current_time, false, is_grabbing); }
void Start() { tm = GetComponent <Timeline_Manager>(); tc = GetComponent <TimePoint_Corrector>(); }