private void Start() { Crashing = GetComponent <MP_Crash>(); GroundCon = GetComponent <MP_GroundControl>(); BoostScript = GetComponent <MP_Boost_Accel>(); ACon = GetComponent <MP_AirControl>(); RCon = GetComponent <MP_RampCon>(); }
// Use this for initialization void Start() { GCon = GetComponent <MP_GroundControl>(); ACon = GetComponent <MP_AirControl>(); Accel = GetComponent <MP_Boost_Accel>(); lValue = GetComponent <MP_LaneValues>(); Crashing = GetComponent <MP_Crash>(); //setting the reset rotation to 0 resetRot = new Quaternion(0f, 0f, 0f, 1f); }
//used in states to have references set public override void Enter() { lValues = GetMachine <MP_ChangeLanes>().GetComponent <MP_LaneValues>(); Accel = GetMachine <MP_ChangeLanes>().GetComponent <MP_Boost_Accel>(); Control = GetMachine <MP_ChangeLanes>().GetComponent <MP_Controls>(); Heating = GetMachine <MP_ChangeLanes>().GetComponent <MP_Overheat>(); Crashing = GetMachine <MP_ChangeLanes>().GetComponent <MP_Crash>(); //finds the individual ramp colliders by name SHRampOne = GameObject.Find("SHR"); SHRampTwo = GameObject.Find("SHR1"); SHRampThree = GameObject.Find("SHR2"); //sets the timepassed to 0 on the script referenced lValues.ResetTimer(); }
private void Start() { //adding states to dictionary fsm.Add(RotateStates.BackState, new Action(StateBack)); fsm.Add(RotateStates.MidState, new Action(StateMid)); fsm.Add(RotateStates.ForState, new Action(StateFor)); fsm.Add(RotateStates.inactiveState, new Action(StateInactive)); //also sets starting state SetState(RotateStates.inactiveState); //quaternion roatations of each rotation backRot = new Quaternion(0f, 0f, 0.3662982f, 0.9304975f); midRot = new Quaternion(0f, 0f, 0f, 1f); forRot = new Quaternion(0f, 0f, -0.3662982f, 0.9304975f); RCon = GetComponent <MP_RampCon>(); Accel = GetComponent <MP_Boost_Accel>(); Crashing = GetComponent <MP_Crash>(); lValue = GetComponent <MP_LaneValues>(); inAir = false; }
// Use this for initialization void Start() { LaneSwitch = GetComponent <MP_LaneValues>(); BoostScript = GetComponent <MP_Boost_Accel>(); }
// Use this for initialization void Start() { speed = GameObject.Find("Player").GetComponent <MP_Boost_Accel>(); }
// Use this for initialization void Start() { accel = GetComponent <MP_Boost_Accel>(); control = GetComponent <MP_Controls>(); }