float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. void Awake() { // Create a layer mask for the Shootable layer. shootableMask = LayerMask.GetMask("Shootable"); tracker = GameObject.Find("WandControls").GetComponent <VRPNInput>(); // Set up the references. gunParticles = GetComponent <ParticleSystem> (); gunLine = GetComponent <LineRenderer> (); gunAudio = GetComponent <AudioSource> (); gunLight = GetComponent <Light> (); //faceLight = GetComponentInChildren<Light> (); }
/// <summary> /// The startup code. Gets the VRPN input and maps the current buttons. /// </summary> private void Start() { vrpnInput = this.GetComponent <VRPNInput>(); updateButtonMappings(); }