void Start() { if (switchType == SwitchType.SameLevel) { positionLevelManager = gameObject.GetComponent <PositionLevelGenerator>(); } }
private void Start() { startPositionLevels = gameObject.GetComponent <PositionLevelGenerator>(); for (int s = 0; s < startPositionLevels.LevelPositions.Count; s++) { Vector2 currentStartPosition = startPositionLevels.LevelPositions[s]; paths.Add(new List <Path>()); for (int t = 0; t < targetPositionLevels.LevelPositions.Count; t++) { Vector2 currentTargetPosition = targetPositionLevels.LevelPositions[t]; Vector2 currentBeizer = PathHelper.GetBeizer(currentStartPosition, currentTargetPosition); List <Vector2> currentPath = PathHelper.GetCurveBetweenPoints(currentStartPosition, currentTargetPosition, currentBeizer, distance); paths[s].Add(new Path(currentPath)); } } }