Пример #1
0
    public void Initialize(treeManager treeManager)
    {
        m_treeManager        = treeManager;
        m_currentState       = BeaverState.Running;
        m_beaverSpeedRunning = new Vector3(UnityEngine.Random.Range(this.transform.lossyScale.x / 40, this.transform.lossyScale.x / 20) * 1.6f, 0f, 0f);
        m_decalageHangOnTree = new Vector3(UnityEngine.Random.Range(-1.0f, 0.5f), UnityEngine.Random.Range(-0.3f, 0.3f), 0f);

        m_endAnimationScript.endFlyingAnimationAction += endFlyingAnimationListener;
    }
    // Use this for initialization
    void Start()
    {
        m_listBeavers = new List <Beaver> ();
        m_beaverContainer.transform.position = GameObject.FindGameObjectWithTag("SpawnArea").transform.position;

        m_currentState = BeaversManagerState.GameStarting;

        m_timeStateStarted[(int)m_currentState] = Time.time;

        m_treeManager = GameObject.FindGameObjectWithTag("TreeManager").GetComponent <treeManager>();
    }
    // Use this for initialization
    void Start()
    {
        m_listBeavers = new List<Beaver> ();
        m_beaverContainer.transform.position = GameObject.FindGameObjectWithTag ("SpawnArea").transform.position;

        m_currentState = BeaversManagerState.GameStarting;

        m_timeStateStarted[(int)m_currentState] = Time.time;

        m_treeManager = GameObject.FindGameObjectWithTag ("TreeManager").GetComponent<treeManager>();
    }
Пример #4
0
    public void Initialize(treeManager treeManager)
    {
        m_treeManager = treeManager;
        m_currentState= BeaverState.Running;
        m_beaverSpeedRunning = new Vector3(UnityEngine.Random.Range(this.transform.lossyScale.x/40,this.transform.lossyScale.x/20)*1.6f,0f,0f);
        m_decalageHangOnTree = new Vector3 (UnityEngine.Random.Range (-1.0f, 0.5f), UnityEngine.Random.Range (-0.3f, 0.3f), 0f);

        m_endAnimationScript.endFlyingAnimationAction += endFlyingAnimationListener;
    }
Пример #5
0
 // Start is called before the first frame update
 void Start()
 {
     tM = FindObjectOfType <treeManager>(); // we need this to access that handy dandy list!
 }