void Start() { ReferenceManager.GetReferences(this); animator = GetComponentInChildren <Animator>(); ShowVisuals(false); boidAvoid = flock.AddAvoidPoint(transform, 0); }
void Start() { // Scatter ScatterObjectData data; for (int i = 0; i < scatterObjects.Count; i++) { data = scatterObjects[i]; if (data.prefab == null || data.count < 1) { continue; } for (int j = 0; j < data.count; j++) { GameObject instance = Instantiate( data.prefab, GetScatterPosition(), GetScatterRotation(data.randomizeRotation), transform); ScatterPositionResetter spr = instance.AddComponent <ScatterPositionResetter>(); spr.bounds = new Vector2(scatterAreaX, scatterAreaY); spr.oasisBounds = new Vector2(oasisSizeX, oasisSizeY); spr.padding = Vector2.one; spr.cameraParent = cameraParent; if (data.addToHerdAvoidList) { flock.AddAvoidPoint(instance.transform, data.avoidanceWeight); } if (data.randomizeScale) { instance.transform.localScale = GetScatterSize(data.scaleRandomFactor, instance.transform.localScale); } } } }