private void Awake() { // On evite de creer plusieur instance d'Inventory if (instance != null) { Debug.LogWarning("Il y a plus d'une instance de AudioManager dans la scene"); return; } instance = this; }
void ResetRotation() { foreach (Object temp in particlesList) { GameObject tempGO = temp as GameObject; if (tempGO.GetComponent <KunaiRotation>() != null) { kunaiRotation = tempGO.GetComponent <KunaiRotation>(); } DestroyImmediate(kunaiRotation, true); } }
void SetRotation() { foreach (Object temp in particlesList) { GameObject tempGO = temp as GameObject; if (tempGO.GetComponent <KunaiRotation>() == null) { kunaiRotation = tempGO.AddComponent <KunaiRotation>() as KunaiRotation; } else { kunaiRotation = tempGO.GetComponent <KunaiRotation>(); } kunaiRotation.xSpeed = xSpeed; kunaiRotation.ySpeed = ySpeed; kunaiRotation.zSpeed = zSpeed; } }
void ResetRotation () { foreach(Object temp in particlesList) { GameObject tempGO = temp as GameObject; if(tempGO.GetComponent<KunaiRotation>() != null) { kunaiRotation = tempGO.GetComponent<KunaiRotation>(); } DestroyImmediate(kunaiRotation, true); } }
void SetRotation () { foreach(Object temp in particlesList) { GameObject tempGO = temp as GameObject; if(tempGO.GetComponent<KunaiRotation>() == null) { kunaiRotation = tempGO.AddComponent<KunaiRotation>() as KunaiRotation; } else{kunaiRotation = tempGO.GetComponent<KunaiRotation>();} kunaiRotation.xSpeed = xSpeed; kunaiRotation.ySpeed = ySpeed; kunaiRotation.zSpeed = zSpeed; } }