// On scene load, do this... void Start() { leftArmNode = transform.Find(leftArmNodeName).GetComponent<PickupNode>(); rightArmNode = transform.Find(rightArmNodeName).GetComponent<PickupNode>(); leftArmNode.setPosition(transform.Find(leftArmNodeName)); rightArmNode.setPosition(transform.Find(rightArmNodeName)); leftArmPosition = "North"; rightArmPosition = "North"; float old_ly = leftArmNode.getTransform().localPosition.y; leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f); float old_ry = rightArmNode.getTransform().localPosition.y; rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f); animate = GetComponent<Animator>(); itemManager = GetComponent<PlayerItemManager> (); animate.SetBool("LF", LF); animate.SetBool("RF", RF); // NOTE: // "Node Position" is really only the coordinates of game objects called // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part // of this own manager's abstract class. // // In other words, no properties are ever allocated to those node objects in the // game space. They are only the points at which }
// On scene load, do this... void Start() { leftArmNode = transform.Find(leftArmNodeName).GetComponent <PickupNode>(); rightArmNode = transform.Find(rightArmNodeName).GetComponent <PickupNode>(); leftArmNode.setPosition(transform.Find(leftArmNodeName)); rightArmNode.setPosition(transform.Find(rightArmNodeName)); leftArmPosition = "North"; rightArmPosition = "North"; float old_ly = leftArmNode.getTransform().localPosition.y; leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f); float old_ry = rightArmNode.getTransform().localPosition.y; rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f); animate = GetComponent <Animator>(); itemManager = GetComponent <PlayerItemManager> (); animate.SetBool("LF", LF); animate.SetBool("RF", RF); // NOTE: // "Node Position" is really only the coordinates of game objects called // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part // of this own manager's abstract class. // // In other words, no properties are ever allocated to those node objects in the // game space. They are only the points at which }