private void Start() { pheasy = GetComponent <Pheasy>(); initialWorldPos = transform.position; initialWorldRot = transform.rotation; }
public void IgnoreCollisions(Pheasy other, bool ignore, bool includeRelated) { if (includeRelated) { meAndMyRels.Clear(); FindMeAndRelated(meAndMyRels); otherAndItsRels.Clear(); other.FindMeAndRelated(otherAndItsRels); for (int i = 0; i < meAndMyRels.Count; i++) { for (int j = 0; j < otherAndItsRels.Count; j++) { meAndMyRels[i].IgnoreCollisions(otherAndItsRels[j], ignore, false); } } } else { other.colliders.ForEach(c => IgnoreCollisions(c, ignore)); } }
public TargetConstraint(Pheasy pheasy, string name) { this.pheasy = pheasy; this.name = name; }