void Start() { _rb = GetComponent <Rigidbody>(); _indexStr = Index.ToString(); _trajectoryPlane = Instantiate(TrajectoryPlanePrefab); _trajectoryPlaneMesh = _trajectoryPlane.GetComponentInChildren <MeshRenderer>(); _trajectoryPlane.SetActive(false); _averageInteractStickLength = new RollingAverage(); _averageInteractStickLength.Create(10); _averageInteractDirection = new RollingAverage(); _averageInteractDirection.Create(6); }
void Start() { _players = new PlayerController[2]; _players[0] = GameObject.Find("Player 0").GetComponent <PlayerController>(); _players[1] = GameObject.Find("Player 1").GetComponent <PlayerController>(); _indexStrings = new string[2] { "0", "1" }; _defaultPlayerMaterials = new Material[2]; _defaultPlayerMaterials[0] = _players[0].GetComponent <Renderer>().material; _defaultPlayerMaterials[1] = _players[1].GetComponent <Renderer>().material; RollingAverage p1a = new RollingAverage(); p1a.Create(8); RollingAverage p2a = new RollingAverage(); p2a.Create(8); _playerStickAvgs = new RollingAverage[2] { p1a, p2a }; _outputTransformsStartRot = new Quaternion[OutputTransforms.Length]; for (int i = 0; i < OutputTransforms.Length; ++i) { _outputTransformsStartRot[i] = OutputTransforms[i].rotation; } _startingRot = transform.rotation; if (StartCW) { _lastInteractCW = 1; } else { _lastInteractCW = -1; } // Start fully cooled-down _secondsSinceAction = _turnPathMatCoolDown; }