void OnEnable() { effectSettings = GetComponentInParent <RFX4_EffectSettings>(); foreach (var obj in DeactivateObjectsAfterCollision) { if (obj != null) { if (obj.GetComponent <ParticleSystem>() != null) { obj.SetActive(false); } obj.SetActive(true); } } currentSpeedOffset = Random.Range(-RandomSpeedOffset * 10000f, RandomSpeedOffset * 10000f) / 10000f; InitializeRigid(); }
/// <summary> /// Starts this instance. Finds the player in the scene. /// </summary> void Start() { player = GameObject.FindGameObjectWithTag("Player"); try { var physicsMotion = GetComponentInChildren <RFX4_PhysicsMotion>(true); if (physicsMotion != null) { physicsMotion.CollisionEnter += CollisionEnter; } var raycastCollision = GetComponentInChildren <RFX4_RaycastCollision>(true); if (raycastCollision != null) { raycastCollision.CollisionEnter += CollisionEnter; } rfx = GetComponent <RFX4_EffectSettings>(); } catch (Exception e) { } }