private void Awake() { seamoth = GetComponent <SeaMoth>(); objectHelper = ArmServices.main.objectHelper; vfxConstructing = GetComponent <VFXConstructing>(); light_left = objectHelper.FindDeepChild(gameObject, "light_left").transform; light_left_default = new PureTransform(light_left.localPosition, light_left.localRotation, light_left.localScale); light_left_UP = new PureTransform(new Vector3(0f, 0.68f, 1f), Quaternion.Euler(0, 0, 0), light_left.localScale); light_right = objectHelper.FindDeepChild(gameObject, "light_right").transform; light_right_default = new PureTransform(light_right.localPosition, light_right.localRotation, light_right.localScale); light_right_DOWN = new PureTransform(new Vector3(0f, -1.21f, 1.04f), Quaternion.Euler(35, 0, 0), light_left.localScale); GameObject leftArmAttachPoint = objectHelper.CreateGameObject("leftArmAttachPoint", seamoth.torpedoTubeLeft, new Vector3(-0.93f, 0f, -0.74f), new Vector3(346, 23, 0)); leftArmAttach = leftArmAttachPoint.transform; GameObject rightArmAttachPoint = objectHelper.CreateGameObject("rightArmAttachPoint", seamoth.torpedoTubeRight, new Vector3(0.93f, 0f, -0.74f), new Vector3(346, 337, 360)); rightArmAttach = rightArmAttachPoint.transform; GameObject leftAimForward = objectHelper.CreateGameObject("leftAimForward", seamoth.transform); aimTargetLeft = leftAimForward.transform; GameObject rightAimForward = objectHelper.CreateGameObject("rightAimForward", seamoth.transform); aimTargetRight = rightAimForward.transform; }
private void Awake() { seamoth = GetComponent <SeaMoth>(); vfxConstructing = GetComponent <VFXConstructing>(); light_left = gameObject.FindChildInMaxDepth("light_left").transform; light_left_default = new PureTransform(light_left.localPosition, light_left.localRotation, light_left.localScale); light_left_UP = new PureTransform(new Vector3(0f, 0.68f, 1f), Quaternion.Euler(0, 0, 0), light_left.localScale); light_right = gameObject.FindChildInMaxDepth("light_right").transform; light_right_default = new PureTransform(light_right.localPosition, light_right.localRotation, light_right.localScale); light_right_DOWN = new PureTransform(new Vector3(0f, -1.21f, 1.04f), Quaternion.Euler(35, 0, 0), light_left.localScale); SeamothArmPrefabs = CreateGameObject("SeamothArmPrefabs", gameObject.transform); SeamothArmPrefabs.SetActive(false); InitializeArmsCache(); GameObject leftArmAttachPoint = CreateGameObject("leftArmAttachPoint", seamoth.torpedoTubeLeft, new Vector3(-0.93f, 0f, -0.74f), new Vector3(346, 23, 0)); leftArmAttach = leftArmAttachPoint.transform; GameObject rightArmAttachPoint = CreateGameObject("rightArmAttachPoint", seamoth.torpedoTubeRight, new Vector3(0.93f, 0f, -0.74f), new Vector3(346, 337, 360)); rightArmAttach = rightArmAttachPoint.transform; GameObject leftAimForward = CreateGameObject("leftAimForward", seamoth.transform); aimTargetLeft = leftAimForward.transform; GameObject rightAimForward = CreateGameObject("rightAimForward", seamoth.transform); aimTargetRight = rightAimForward.transform; UpdateArmRenderers(); }