private void Awake() { proximitySensor = GetComponent<Proximity>(); proximityRun = new Utility.IntervalRun(0.2f, (deltaTime) => { proximitySensor.Detect(OnProximityDetect); }); proximityRun.Start(); isUsed = false; tracker = GetComponent<Tracker>(); parentRoom = GetComponentInParent<Room>(); if (parentRoom != null) { parentRoom.OnVisibilityChange += OnRoomChangeVisibility; if (parentRoom.IsPlayerInRoom) { enabled = true; } else { enabled = false; } } }
private void Awake() { meshRenderer = GetComponentInChildren<MeshRenderer>(); redLight = GetComponentInChildren<Light>(); rBody = GetComponent<Rigidbody>(); myCollider = GetComponentInChildren<Collider>(); proximitySensor = GetComponent<Proximity>(); proximityRun = new Utility.IntervalRun(0.2f, (deltaTime) => { proximitySensor.Detect(OnProximityDetect); }); Stop(); timeStyle = new GUIStyle { alignment = TextAnchor.MiddleCenter, normal = { textColor = Color.yellow } }; }
private void Awake() { proximitySensor = GetComponent<Proximity>(); audioSource = GetComponent<AudioSource>(); proximityRun = new Utility.IntervalRun(0.2f, (deltaTime) => { proximitySensor.Detect(OnProximityDetect); }); proximityRun.Start(); State = DoorState.Closed; lastState = State; // Left Door openPosition = new Vector3(-MoveDistance, 0f, 0f); closedPosition = new Vector3(0f, 0f, 0f); foreach (var room in PositiveDisableObjects) { room.Doors.Add(this); } foreach (var room in NegativeDisableObjects) { room.Doors.Add(this); } HideShowDoor(); Initialize(); }