// Start is called before the first frame update void Start() { if (!mech) { mech = gameObject; } lr = mech.GetComponent <LineRenderer>(); MM = GameObject.Find("InputManager").GetComponent <MechMovement>(); }
void Start() { openPos = doors.transform.position; closedPos = openPos; closedPos.y += 30; baseClosePos = baseDoors.transform.position; baseOpenPos = baseClosePos; baseOpenPos.y -= 30; mechMovement = mech.GetComponent <MechMovement>(); }
// Update is called once per frame void Update() { if (!MM) { MechMovement MM = GameObject.Find("InputManager").GetComponent <MechMovement>(); mech = MM.mech; return; } rotateSpeed = MM.rotateSpeed; moveSpeed = MM.moveSpeed; if (Time.time > nextActionTime) { nextActionTime += period; RenderPath(); } mech.transform.Translate(0, 0, Time.deltaTime * moveSpeed, Space.Self); mech.transform.Rotate(0, Time.deltaTime * rotateSpeed, 0, Space.Self); }
// Start is called before the first frame update void Start() { this.mechMovement = GetComponent <MechMovement>(); this.audioSource = GetComponent <AudioSource>(); }
private void Awake() { this.spin = GetComponentInChildren <SpinToWin>(); this.hammyRun = GetComponentInChildren <HammyRun>(); this.mechMovement = GetComponentInParent <MechMovement>(); }