public MovementStrategyOrbitingCelestialBody(Unit unit, CelestialBody orbitingBody) : base(unit) { this.Cb = orbitingBody; this.scale = Cb.transform.localScale; this.rotationOffset = UnityEngine.Random.Range(0, 2 * Mathf.PI); this.timeStartRotation = Time.time; this.rotationScale += UnityEngine.Random.Range(rotationScaleMinMax.x, rotationScaleMinMax.y); Unit.GetComponent <Collider>().enabled = false; strategy = new MovementStrategyOrbitingCelestialBody_PrepareOrbit(Unit, Cb, this); }
internal void DesiredOrbitAchieved() { strategy = new MovementStrategyOrbitingCelestialBody_Orbit(Unit, Cb, this); }