public void Use(BodyInterface user) { if (this.state == UseState.Unused) { Debug.Log("Using"); this.user = user; user.NavSetTarget(this.navTarget.position); this.state = UseState.Approaching; } }
void Start() { this.bodyInterface = character.GetComponent<BodyInterface>(); // If we're working with a reduced character, like in the HeadLook and // Reach demo, we might not have a BodyInterface, so we'll need to manually // fetch the right shadow controllers. In practice, you don't want to do this. if (this.bodyInterface == null) { this.reach = character.GetComponent<ShadowReachController>(); this.headLook = character.GetComponent<ShadowHeadLookController>(); } }
void Start() { this.bodyInterface = character.GetComponent <BodyInterface>(); // If we're working with a reduced character, like in the HeadLook and // Reach demo, we might not have a BodyInterface, so we'll need to manually // fetch the right shadow controllers. In practice, you don't want to do this. if (this.bodyInterface == null) { this.reach = character.GetComponent <ShadowReachController>(); this.headLook = character.GetComponent <ShadowHeadLookController>(); } }