void Start()
    {
        robotSound = GetComponentInChildren <RobotSound>();
        ani        = GetComponentInChildren <Animator>();

        discoLightRoot = transform.Find("DiscoLightRoot");
        discoLightRoot.DORotate(Vector3.up * 360, 3, RotateMode.LocalAxisAdd).SetLoops(-1).SetEase(Ease.Linear);
        discoLightRoot.transform.parent = null;//Move to root , since discoLight will causes rigidbody broken.

        MyHelpNode.FindTransform(transform, "RobotHeadSpotlight", out headSpotlight);
        rb = GetComponent <Rigidbody>();
    }
    public void ShowUp(Vector3 camPos, Vector3 camForward)
    {
        robotSound = GetComponentInChildren <RobotSound>();
        ani        = GetComponentInChildren <Animator>();
        ani.SetTrigger("ShowUp");
        Vector3 pos = camPos + camForward * 2;

        pos.y += 1;
        transform.position = pos;
        //transform.LookAt(camPos, Vector3.up);
        transform.up = Vector3.up;
        robotSound.PlaySound("ShowUpSound");
    }
    private void Awake()
    {
        IsMoving = false;
        sound = GetComponent<RobotSound>();
        sound.PlayMajorSound(RobotSound.MajorSoundType.Idle);

        bodyMatInst = Material.Instantiate(bodyMat);
        faceMatInst = Material.Instantiate(faceMat);

        MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>();
        foreach (MeshRenderer r in renderers)
        {
            if (r.gameObject.name == "face")
                r.material = faceMatInst;
            else
                r.material = bodyMatInst;
        }
		hintBubble.enabled = false;
		hintBubble2.enabled = false;
        //ChangeExpression(Expression.Smile);
    }
    private void Awake()
    {
        IsMoving = false;
        sound = GetComponent<RobotSound>();
        sound.PlayMajorSound(RobotSound.MajorSoundType.Idle);

        bodyMatInst = Material.Instantiate(bodyMat);
        faceMatInst = Material.Instantiate(faceMat);

        MeshRenderer[] renderers = GetComponentsInChildren<MeshRenderer>();
        foreach (MeshRenderer r in renderers)
        {
            if (r.gameObject.name == "face")
                r.material = faceMatInst;
            else
                r.material = bodyMatInst;
        }
        hintBubble.enabled = false;
        hintBubble2.enabled = false;
        //ChangeExpression(Expression.Smile);
    }