void ConfigureBranch(RecursiveLightning branch, Vector3 firstVertexPosition, Vector3 lastVertexPosition){ branch.firstVertexPosition = firstVertexPosition; if(lastVertexPosition.y < vertices[vertexCount-1].y) lastVertexPosition.y = vertices[vertexCount-1].y; branch.lastVertexPosition = lastVertexPosition; branch.fadeOutTime = fadeOutTime; branch.fadeOutAfterStrike = fadeOutAfterStrike; }
void ConfigureBranch(RecursiveLightning branch, Vector3 firstVertexPosition, Vector3 lastVertexPosition) // create new branch for new line renderer ut does not work { branch.firstVertexPosition = firstVertexPosition; if (lastVertexPosition.y < vertices[vertexCount - 1].y) { lastVertexPosition.y = vertices[vertexCount - 1].y; } branch.lastVertexPosition = lastVertexPosition; branch.fadeOutTime = fadeOutTime; branch.fadeOutAfterStrike = fadeOutAfterStrike; }
void Start () { gs = GameObject.Find("GameState").GetComponent<GameState>(); gc = GameObject.Find("HandOfGod").GetComponent<GrabController>(); ui = GameObject.Find ("UI").GetComponent<UIManager> (); lightning = GameObject.Find("Lightning").GetComponent<RecursiveLightning>(); fire = GameObject.Find ("Fire"); fire.GetComponent<ParticleSystem>().enableEmission = false; heal = GameObject.Find ("Heal"); foreach (Skills s in Enum.GetValues(typeof(Skills))) { skillDisabled[s] = false; } source = GetComponent<AudioSource>(); vol = UnityEngine.Random.Range (volLowRange, volHighRange); }