public bool isFPS = false; //FPS視点かどうかのフラグ void Start() { circeGroupObj = GameObject.Find("prismsetCircle_Group"); circleGroup_Script = circeGroupObj.GetComponent <CircleGroupManager>(); cameraPosNum = 0; targetMnager_Script = gameMatherObj.GetComponent <Target_Manager>(); //回転限界を設定 if (chargerObj.transform.position.y <= 0) { rotaX = 7.2f * Mathf.Abs(chargerObj.transform.position.y) + 15f; } else if (chargerObj.transform.position.y > 0) { rotaX = -11.6f * chargerObj.transform.position.y + 15f; } if (chargerObj.transform.position.x >= 0) { rotaY = chargerObj.transform.position.x * 10 - 20; } else if (chargerObj.transform.position.x < 0) { rotaY = 6.6f * chargerObj.transform.position.x - 20; } _rotation = Quaternion.Euler(rotaX, rotaY, 0); //位置セーブ savePos = chargerObj.transform.position; }
private void Start() { target = GameObject.Find("GameMaster").GetComponent <Target_Manager>(); Charger = GameObject.Find("Charger"); hand = transform.GetChild(1).gameObject; nowNum = target.Get_InRadius(); }
void Start() { target = GameObject.Find("GameMaster").GetComponent <Target_Manager>(); if (target != null) { nowNum = target.Get_InRadius(); } }
//public Time private void Start() { MyRigidbody = GetComponent <Rigidbody>(); IsEnteredTheSlot = false; isGameOverCheck = true; circleCnt = 0; Corners = new GameObject[3] { Instantiate(cornerPrefab, cornerpoint.transform.position, Quaternion.identity), Instantiate(cornerPrefab, cornerpoint.transform.position, Quaternion.identity), Instantiate(cornerPrefab, cornerpoint.transform.position, Quaternion.identity), }; foreach (var obj in Corners) { obj.SetActive(false); } target = GameObject.Find("GameMaster").GetComponent <Target_Manager>(); }