private void Start() { _spawnableObjectBehaviour = GetComponent <SpawnableObjectBehaviour>(); _sphereCollider = gameObject.AddComponent <SphereCollider>(); _sphereCollider.isTrigger = true; _sphereCollider.radius = 0.5f; GetInfo(); }
private void Start() { _spawnableObjectBehaviour = GetComponent <SpawnableObjectBehaviour>(); _lockChild = transform.FindChild("Lock").gameObject; RpcBehaviour.DoorBehaviour_GetOpen(_spawnableObjectBehaviour.SpawnableObject.ID); // _sphereCollider = gameObject.AddComponent<SphereCollider>(); // _sphereCollider.isTrigger = true;fla // _sphereCollider.radius = _radius; }
private void Start() { _spawnableObjectBehaviour = GetComponent <SpawnableObjectBehaviour>(); _rotateTransform = transform.FindChild("GameObject"); _muzzleParticleSystem = _rotateTransform.FindChild("Muzzle").GetComponent <ParticleSystem>(); _shootSound = _rotateTransform.GetComponent <AudioSource>(); _fixedRotationVector = new Vector3(-90, 0, 0); RpcBehaviour.TurretBehaviour_GetInfo(_spawnableObjectBehaviour.SpawnableObject.ID); StartCoroutine(CheckCoroutine()); }
private void Start() { _spawnableObjectBehaviour = GetComponent <SpawnableObjectBehaviour>(); _sphereCollider = gameObject.AddComponent <SphereCollider>(); _sphereCollider.isTrigger = true; _sphereCollider.radius = 0.5f; // Debug.Log("TeleporterBehaviour.Start(): added collider"); GetRadius(); }
private void Start() { _spawnableObjectBehaviour = GetComponent <SpawnableObjectBehaviour>(); }