void Awake() { // Get Rigidbody variables m_myRigid = GetComponent<Rigidbody>(); m_trans = transform; m_myRigid.mass = adjustableMass; m_startShipMass = adjustableMass; m_anim = GetComponent<Animator>(); m_shipPartDestroy = GetComponent<ShipPartDestroy>(); m_shipStallScript = GetComponent<AirshipStallingBehaviour>(); m_shipStates = GetComponent<StateManager>(); m_tray = GetComponentInChildren<PassengerTray>(); }
/// <summary> /// Returns the part input multipliers for the input ship part type. /// </summary> /// <param name="a_partType">Part type to find.</param> /// <param name="ao_primMult">Primary input multiplier. E.g. Balloon affecting roll.</param> /// <param name="ao_auxMult">Auxiliary input multiplier. E.g. Balloon causing constant roll input.</param> /// <returns>True if the part has been destroyed, false if not.</returns> private bool GetPartInputMults(ShipPartDestroy.EShipPartType a_partType, out float ao_primMult, out float ao_auxMult) { ao_primMult = 0; ao_auxMult = 0; if (m_shipPartDestroy.IsPartTypeDestroyed(a_partType)) { foreach (ShipPartInputConnection part in shipPartConns) { // Part of the same type? if (part.partType == a_partType) { ao_primMult = part.partValueMult; ao_auxMult = part.partAuxValueMult; return true; } } } return false; }
void Awake() { m_trans = transform; m_rb = GetComponent<Rigidbody>(); m_shipParts = GetComponent<ShipPartDestroy>(); //m_broadSideWeapons = GetComponent<BroadsideWeaponsController>(); m_camRotator = GetComponent<RotateCam>(); // m_rouletteScript = GetComponent<RouletteBehaviour>(); m_airshipScript = GetComponent<AirshipControlBehaviour>(); m_dyingScript = GetComponent<AirshipDyingBehaviour>(); m_stallingScript = GetComponent<AirshipStallingBehaviour>(); m_suicideScript = GetComponent<AirshipSuicideBehaviour>(); //m_inputManager = GetComponent<InputManager>(); // World position & rotation m_worldStartPos = m_trans.position; m_worldStartRotation = m_trans.rotation; //get reference to audio source m_Audio = gameObject.GetComponent<AudioSource>(); }