public void SetUp() { var mockDoor = new GameObject(); checkable = mockDoor.AddComponent <ClearanceCheckable>(); checkable.SetCheckType(CheckType.Any); }
private void Awake() { directional = GetComponent <Directional>(); objectBehaviour = GetComponent <ObjectBehaviour>(); registerTile = GetComponent <RegisterTile>(); accessRestrictions = GetComponent <AccessRestrictions>(); clearanceCheckable = GetComponent <ClearanceCheckable>(); electricalNodeControl = GetComponent <ElectricalNodeControl>(); spriteHandler = GetComponentInChildren <SpriteHandler>(); }
private void Awake() { // ensure we have a net tab set up with the correct type // HasNetworkTab will open vendor UI by click if there is no object in active hand var hasNetTab = GetComponent <HasNetworkTab>(); if (hasNetTab == null) { gameObject.AddComponent <HasNetworkTab>(); } accessRestrictions = GetComponent <AccessRestrictions>(); clearanceCheckable = GetComponent <ClearanceCheckable>(); }
protected override void Awake() { base.Awake(); accessRestrictions = GetComponent <AccessRestrictions>(); clearanceCheckable = GetComponent <ClearanceCheckable>(); }
private void Awake() { clearanceCheckable = GetComponent <ClearanceCheckable>(); }