private void Awake() { partSys = base.gameObject.GetComponentInChildren <ParticleSystem>(); rotateScript = base.gameObject.GetComponentInChildren <RotateTransform>(); animCurveScript = base.gameObject.GetComponent <MovementAnimationCurve>(); rigidBody = base.gameObject.GetComponent <Rigidbody>(); triggerScript = base.gameObject.GetComponentInChildren <TargetCollectibleTrigger>(); triggerScript.Init(); meshRend = base.gameObject.GetComponent <MeshRenderer>(); sphereColl = base.gameObject.GetComponent <SphereCollider>(); slipperyPhysicMaterial = new PhysicMaterial(); slipperyPhysicMaterial.dynamicFriction = 0f; slipperyPhysicMaterial.staticFriction = 0f; slipperyPhysicMaterial.bounciness = 0f; slipperyPhysicMaterial.bounceCombine = PhysicMaterialCombine.Minimum; slipperyPhysicMaterial.frictionCombine = PhysicMaterialCombine.Minimum; stickyPhysicMaterial = new PhysicMaterial(); stickyPhysicMaterial.dynamicFriction = float.PositiveInfinity; stickyPhysicMaterial.staticFriction = float.PositiveInfinity; stickyPhysicMaterial.bounciness = 0f; stickyPhysicMaterial.bounceCombine = PhysicMaterialCombine.Minimum; stickyPhysicMaterial.frictionCombine = PhysicMaterialCombine.Maximum; float num = base.gameObject.transform.position.x / 1.5f + base.gameObject.transform.position.y / 1.5f + base.gameObject.transform.position.z / 1.5f; animCurveScript.startPosition = Mathf.Abs(num - Mathf.Round(num)); rigidBody.angularDrag = float.PositiveInfinity; ChangeState(SceneryState.READY_TO_ACTIVATE); }
public override void Awake() { base.Awake(); if (InteractionObj != null) { base.InteractionPath = InteractionObj.GetPath(); } else { Log.LogError(this, $"{base.Path} requires an interation object to be defined on the prefab."); } partSys = base.gameObject.GetComponentInChildren <ParticleSystem>(); rotateScript = base.gameObject.GetComponentInChildren <RotateTransform>(); animCurveScript = base.gameObject.GetComponent <MovementAnimationCurve>(); rigidBody = base.gameObject.GetComponent <Rigidbody>(); triggerScript = base.gameObject.GetComponentInChildren <SceneryCollectibleTrigger>(); meshRend = base.gameObject.GetComponent <MeshRenderer>(); sphereColl = base.gameObject.GetComponent <SphereCollider>(); slipperyPhysicMaterial = new PhysicMaterial(); slipperyPhysicMaterial.dynamicFriction = 0f; slipperyPhysicMaterial.staticFriction = 0f; slipperyPhysicMaterial.bounciness = 0f; slipperyPhysicMaterial.bounceCombine = PhysicMaterialCombine.Minimum; slipperyPhysicMaterial.frictionCombine = PhysicMaterialCombine.Minimum; stickyPhysicMaterial = new PhysicMaterial(); stickyPhysicMaterial.dynamicFriction = float.PositiveInfinity; stickyPhysicMaterial.staticFriction = float.PositiveInfinity; stickyPhysicMaterial.bounciness = 0f; stickyPhysicMaterial.bounceCombine = PhysicMaterialCombine.Minimum; stickyPhysicMaterial.frictionCombine = PhysicMaterialCombine.Maximum; if (animCurveScript != null) { float num = base.gameObject.transform.position.x / 1.5f + base.gameObject.transform.position.y / 1.5f + base.gameObject.transform.position.z / 1.5f; animCurveScript.startPosition = Mathf.Abs(num - Mathf.Round(num)); } if (rigidBody != null) { rigidBody.angularDrag = float.PositiveInfinity; } else { Log.LogError(this, $"Error: collectible '{base.gameObject.GetPath()}' is missing a rigidbody, will not function correctly"); } originalPos = base.gameObject.transform.position; originalRot = base.gameObject.transform.rotation; if (Camera.main != null) { activeCamera = Camera.main; } originalParent = base.gameObject.transform.parent; originalLossyScale = base.gameObject.transform.lossyScale; originalLocalScale = base.gameObject.transform.localScale; changeState(SceneryState.INVISIBLE); }
public override void Awake() { base.Awake(); rendObject = base.gameObject.GetComponentInChildren <Renderer>(); partSys = base.gameObject.GetComponentInChildren <ParticleSystem>(); scriptAnimCurve = base.gameObject.GetComponentInChildren <MovementAnimationCurve>(); scriptRotate = base.gameObject.GetComponentInChildren <RotateTransform>(); if (ViewTransform == null) { ViewTransform = base.gameObject.GetComponent <Transform>(); } originalPos = ViewTransform.position; if (scriptAnimCurve != null) { float num = base.gameObject.transform.position.x / 1.5f + base.gameObject.transform.position.y / 1.5f + base.gameObject.transform.position.z / 1.5f; scriptAnimCurve.startPosition = Mathf.Abs(num - Mathf.Round(num)); } withinInfluenceRange = false; setVisible(isVisible: false); setActive(isEnabled: false); }