void Awake() { s1 = transform.Find("LogicSwitch Left/Output").GetComponent<LogicOutput>(); s2 = transform.Find("LogicSwitch Middle/Output").GetComponent<LogicOutput>(); s3 = transform.Find("LogicSwitch Right/Output").GetComponent<LogicOutput>(); output = transform.Find("Output").GetComponent<LogicOutput>(); }
public override void Init() { Outputs = new LogicOutput[] { new LogicOutput(this, 0, typeof(BooleanValue)) }; Inputs = new LogicInput[] { new LogicInput(this, 0, typeof(BooleanValue)), new LogicInput(this, 1, typeof(BooleanValue)) }; }
void Awake() { handle = transform.Find("Handle"); handleMat = handle.GetComponent<MeshRenderer>().material; output = transform.Find("Output").GetComponent<LogicOutput>(); sound = handle.GetComponents<AudioSource>(); timerSound = transform.Find("Timer/TimerAudio").GetComponents<AudioSource>(); timerNeedle = transform.Find("Timer/TimerNeedle"); timerFace = transform.Find("Timer/TimerFace").GetComponent<MeshRenderer>().material; if (!timerNeedle.gameObject.activeInHierarchy) timerNeedle = null; // If this switch is supposed to start on, make it flip immediately if (startOn) { flipTime = 0.01f; interact(0); } }
void Awake() { input = transform.Find("Input").GetComponent<LogicInput>(); output = transform.Find("Output").GetComponent<LogicOutput>(); }
void Awake() { output = transform.Find("Output").GetComponent<LogicOutput>(); lightSign = transform.Find("Light").GetComponent<MeshRenderer>(); }