//Ao instanciar void Start() { //pega a referência para o axiscontroller axisController = GetComponent <AxisController>(); //pega a referência para o animator animator = GetComponent <Animator>(); }
// Use this for initialization void Start() { charController = GetComponent <CharacterController>(); AxisController[] tempAxisController = gameObject.GetComponents <AxisController>(); for (int i = 0; i < tempAxisController.Length; i++) { if (tempAxisController[i].Name == "Left") { AxisControllerLeft = tempAxisController[i]; } if (tempAxisController[i].Name == "Right") { AxisControllerRight = tempAxisController[i]; } } /*if (!AxisControllerLeft) * { * Debug.LogError("Object do not have AxisControllerLeft"); * } * if (!AxisControllerRight) * { * Debug.LogError("Object do not have AxisControllerRight"); * }*/ // Make the rigid body not change rotation if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().freezeRotation = true; } originalRotation = transform.localRotation; }
void Start() { gameObject.GetComponent <MeshRenderer>().enabled = false; isTriggered = false; Player = GameObject.Find("Player"); MainCamera = GameObject.Find("Main Camera"); FlashLight = GameObject.Find("Spotlight"); mPlayerStatusScript = Player.GetComponent <PlayerStatusScript>(); mPlayerController = Player.GetComponent <PlayerController>(); mCameraRayScript = MainCamera.GetComponent <CameraRayScript>(); mCrawlScript = Player.GetComponent <CrawlScript>(); mExamineScript = GameObject.Find("CrawlExamine").GetComponent <ExamineScript>(); AxisController[] axisControllerList = Player.GetComponents <AxisController>(); for (int i = 0; i < axisControllerList.GetLength(0); i++) { if (axisControllerList[i].Name == "Right") { mAxisControllerRight = axisControllerList[i]; break; } } }
protected static float FractionInUnitSpace(float numericValue, AxisController axisController) { if (axisController.NumericAxisMin == axisController.NumericAxisMax) { Debug.LogError("Axis Min and Max may not be the same"); return(0); } return((numericValue - axisController.NumericAxisMin) / (axisController.NumericAxisMax - axisController.NumericAxisMin)); }
private static int AxisToGridAmount(AxisController axisController) { if (axisController.ticksInCells) { return(axisController.LabelCount); } else { return(axisController.LabelCount - 1); } }
private float CorrectForTicksInCells(float inUnitSpace, AxisController axisController) { if (axisController.ticksInCells) { float rangeSize = axisController.NumericAxisMax - axisController.NumericAxisMin + 1; float scaleFactor = (rangeSize - 1) / rangeSize; return(inUnitSpace * scaleFactor + 1f / (2f * rangeSize)); } else { return(inUnitSpace); } }
// Use this for initialization void Start() { axisController = AxisController.Instance; errEngine = ErrorEngine.Instance; thisCollider = gameObject.GetComponent <Collider>(); if (gameObject.name == "xAxis") { currentAxis = CurrentAxis.xAxis; } else if (gameObject.name == "yAxis") { currentAxis = CurrentAxis.yAxis; } else if (gameObject.name == "zAxis") { currentAxis = CurrentAxis.zAxis; } }
private void AddAxis() { _axisController = new AxisController(_device, I2CAdress, PmwFrequenz); Axis1.MaximalValue = 360; Axis1.MinimalValue = 0; Axis1.HeaderName = "Achse 1"; Axis1.AxisValueChanged += Axis1OnAxisValueChanged; Axis1.SpeedValueChanged += Axis1_SpeedValueChanged; Axis1.OnChangedActive += Axis1OnChangedActive; Axis1.IsEnabled = true; _axisController.AddAxis(1); Axis2.MaximalValue = 360; Axis2.MinimalValue = 0; Axis2.HeaderName = "Achse 2"; Axis2.AxisValueChanged += Axis2OnAxisValueChanged; Axis2.SpeedValueChanged += Axis2_SpeedValueChanged; Axis2.OnChangedActive += Axis2_OnChangedActive; Axis2.IsEnabled = true; _axisController.AddAxis(2); Axis3.MaximalValue = 360; Axis3.MinimalValue = 0; Axis3.HeaderName = "Achse 3"; Axis3.AxisValueChanged += Axis3OnAxisValueChanged; Axis3.SpeedValueChanged += Axis3_SpeedValueChanged; Axis3.OnChangedActive += Axis3_OnChangedActive; Axis3.IsEnabled = true; _axisController.AddAxis(3); Axis4.MaximalValue = 360; Axis4.MinimalValue = 0; Axis4.HeaderName = "Achse 4"; Axis4.AxisValueChanged += Axis4OnAxisValueChanged; Axis4.SpeedValueChanged += Axis4_SpeedValueChanged; Axis4.OnChangedActive += Axis4_OnChangedActive; Axis4.IsEnabled = true; _axisController.AddAxis(4); }
float xyzScaleDivider; //размер напрявляющих относительно размера объекта private void Awake() { Instance = this; }
public ServoAxis(AxisController apsController) : base(apsController) { }
public override void InitializeAgent() { axisController = gameObject.GetComponent <AxisController>(); Assert.IsNotNull(axisController); }
public StepAxis(AxisController apsController) : base(apsController) { }
public ApsAxis(AxisController apsController) { ApsController = apsController; }
// Use this for initialization void Start() { redLog = RedactorLogic.Instance; axisController = AxisController.Instance; errEngine = ErrorEngine.Instance; }