// Use this for initialization void Start() { MG_Pin_Arms father = gameObject.transform.parent.GetComponent <MG_Pin_Arms>(); grandfather = father.getFather(); spawnPos = gameObject.transform.position; rb = gameObject.GetComponent <Rigidbody>(); //Evite les rotations de l'objet indésirables. rb.constraints = RigidbodyConstraints.FreezeRotation; rs = us = touch = false; }
// Use this for initialization void Start() { MG_Pin_Arms father = gameObject.transform.parent.GetComponent <MG_Pin_Arms>(); baseYRotation = gameObject.transform.rotation.eulerAngles.y; pushForce = basePushForce = 1000f; if (gameObject.name.CompareTo("LeftArm") == 0) { father.setLeftArm(gameObject.transform); boundX = gameObject.GetComponent <Renderer>().bounds.max.x; } else { if (gameObject.name.CompareTo("RightArm") == 0) { father.setRightArm(gameObject.transform); boundX = gameObject.GetComponent <Renderer>().bounds.min.x; } } }