Пример #1
0
    private void Start()
    {
        controlPointHandler   = GetComponent <ControlPointHandler>();
        previousSwordPosition = enemySwordTransform.position;
        lockPoint             = AISword.GetComponent <LockToPoint>();

        initializeGenes();

        startingPosition = gameObject.transform.position;
        snapPoint        = controlPointHandler.closestControlPoint.transform;
    }
Пример #2
0
    private void Start()
    {
        foreach (Transform part in ToAnchor)
        {
            // checks for required components and adds them

            // sets layer to IgnoreAllCollisions
            part.gameObject.layer = 8;

            // mesh collider on convex + trigger
            //if (!part.TryGetComponent<MeshCollider>(out mc))
            //{
            //    mc = part.gameObject.AddComponent<MeshCollider>();
            //}
            //mc.convex = true;

            // rigidbody with gravity off
            if (!part.TryGetComponent <Rigidbody>(out rb))
            {
                rb = part.gameObject.AddComponent <Rigidbody>();
            }
            rb.useGravity = false;

            // Interactable
            if (!part.TryGetComponent <Interactable>(out ia))
            {
                ia = part.gameObject.AddComponent <Interactable>();
            }

            // lock to point
            if (!part.TryGetComponent <LockToPoint>(out lp))
            {
                lp = part.gameObject.AddComponent <LockToPoint>();
            }

            // interact
            if (!part.TryGetComponent <Interact>(out ic))
            {
                ic = part.gameObject.AddComponent <Interact>();
            }
            ic.enabled = false;

            GameObject anchor = Instantiate(AnchorPrefab, part.position, part.rotation, Parent);
            anchor.name = part.name + " Anchor";
            LockToPoint chain = part.GetComponent <LockToPoint>();
            chain.SetSnapToObject(anchor.transform);
        }

        Debug.Log("Anchors set for objects in " + this.name);
    }