void CreateGrid() { //WayPointGrid waypoint = (WayPointGrid) target; WaypointGrid = (WayPointGrid)target; WaypointGrid.CreateWaypointGrid(GridSize, WayPointDistance); Debug.Log("Grid created!"); }
// Start is called before the first frame update void Start() { QuadrantCalculator = GameObject.Find("RoomParent").GetComponent <QuadrantCalc>(); WayPointSystem = GameObject.Find("GridContainer").GetComponent <WayPointGrid>(); Corridor.minSize = new Vector3(minXScale, minYScale, minZScale); GenerateInitialSetup(); Debug.Log("Corridor Script - Start Done!"); }
// Start is called before the first frame update void Start() { QuadrantCalculator = GameObject.Find("RoomParent").GetComponent <QuadrantCalc>(); WayPointSystem = GameObject.Find("GridContainer").GetComponent <WayPointGrid>(); Corridor.CorridorContainer = gameObject; Corridor.CorridorScale = Corridor.CorridorContainer.transform.localScale; Corridor.MinSize = new Vector3(minXScale, minYScale, minZScale); // Set static variable to something from editor OnAfterDeserialize(); // Find which Quadrant the object is within physObjQuad = UpdatePhysObjQuad(); }
void Awake() { gInstance = this; }