private void Start() { follower = spectatorCamera.GetComponent <FollowSpline>(); pointer = spectatorCamera.GetComponent <PointAt>(); importPanelTransform = importPanel.GetComponent <RectTransform>(); UpdateTarget(0); }
private void InBetweenFades() { CoroutineHelper.DelayTime(1f, StartScreenFadeOut); if (currentlyInCutscene) { cutsceneCamera.SetActive(false); cutsceneCanvas.SetActive(false); airBalloon.SetActive(true); gameCutsceneCanvas.SetActive(true); LevelManager.Instance.SpawnLevel(); } else { airBalloon.SetActive(false); gameCutsceneCanvas.SetActive(false); cutsceneCamera.SetActive(true); cutsceneCanvas.SetActive(true); for (int i = 0; i < gameOverCanvasObjects.Count; i++) { gameOverCanvasObjects[i].SetActive(true); } airBalloon.transform.position = airBalloonStartPosition; FollowSpline _followSpline = airBalloon.GetComponent <FollowSpline>(); //MoveObject _moveObject = airBalloon.GetComponent<MoveObject>(); //_moveObject.speed = 6f; _followSpline.StartMoving(0, 0, 0, false); LevelManager.Instance.RemoveLevel(); } }
// Use this for initialization IEnumerator Start() { mSpline = GetComponent <CurvySpline>(); Walker = GameObject.FindObjectOfType(typeof(FollowSpline)) as FollowSpline; while (!mSpline.IsInitialized) { yield return(null); } }
// Use this for initialization void Start() { walkerScript = GetComponent <FollowSpline>(); mMat = GetComponent <Renderer>().material; }