// // // UnityEngine magic methods
 // Use this for initialization when object is allocated in memory
 void Awake () {
     Debug.Log(gameObject.name + "|NetworkedObserverBodyController::Awake: NetworkedObserverBodyController has Awakened.");
     router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList.
     m_head = router.animator.GetBoneTransform (HumanBodyBones.Head); // Pull the reference to the head out of the router
     m_spine = router.animator.GetBoneTransform (HumanBodyBones.Spine); // Pull the reference to the spine out of the router
     m_chest = router.animator.GetBoneTransform (HumanBodyBones.Chest); // Pull the reference to the chest out of the router
 }
 void Start()
 {
     router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList.
     // Grab the skinned mesh renderer attached to this object.
     m_CurrentBodySkin = m_BodyMesh.GetComponent<SkinnedMeshRenderer>().material.mainTexture;
     m_CurrentHeadSkin = m_HeadMesh.GetComponent<SkinnedMeshRenderer>().material.mainTexture;
 }
    private Quaternion m_spineDeltaRotation; // The delta rotation of the spine component.
    // private Quaternion m_targetRotation;  // The target rotation of the head?


    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state.
    override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        m_components = animator.GetComponent<NetworkedRouterOfComponentsForObserver> (); // Query the ComponentList in the gameObject containing the Animator.
        m_head = animator.GetBoneTransform (HumanBodyBones.Head); // Populate the Head component.
        m_spine = animator.GetBoneTransform(HumanBodyBones.Spine); // Populate the Spine component.
        m_chest = animator.GetBoneTransform(HumanBodyBones.Chest); // Populate the Chest component.
        m_leftHand = animator.GetBoneTransform (HumanBodyBones.LeftHand); // Populate the Left Hand (off hand) component.
        m_rightHand = animator.GetBoneTransform (HumanBodyBones.RightHand); // Populate the Right Hand (gun hand) component.
        m_slot = m_components.inventory.m_currentSlot; // Populate from the current inventory slot of PlayerPrefab.
        UpdateStateProgress(animator, stateInfo, layerIndex);
    }
 // Use this for initialization
 void Start()
 {
     router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList.
 }
 // // // UnityEngine magic methods
 // Use this for initialization when object is allocated in memory
 public void Awake()
 {
     Debug.Log(GetObjectDebugInfo() + "|NetworkedObserverInventory::Awake: NetworkedObserverInventory has Awakened.");
     router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList.
 }
    private Vector3 m_velocity; // The velocity this pawn is traveling at. (Public'd so inspectable)

    // // // UnityEngine magic methods
    // Use this for initialization when object is allocated in memory
    public void Awake() {
        Debug.Log(gameObject.name + "|NetworkedObserverAnimationController::Awake: NetworkedObserverAnimationController has Awakened.");
        router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList.
    }
    private NetworkedItemScript m_item; // Will contain the maximum number of charges in it.
    //[SyncVar] private int m_itemChargesInPocket = 0; // How many charges are in the pocket?
    //[SyncVar] private int m_itemChargesInItem = 0; // How many charges are in the item?

    // // // UnityEngine magic methods
    // Use this for initialization when object is allocated in memory
    public void Awake () {
        Debug.Log(GetObjectDebugInfo() + "|WeaponController::Awake: WeaponController has Awakened.");
        router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList.
    }