public static void SetAnemometr(AnemometrController _a) { if (_ac != null || _a == null) { Debug.Log("Anemom assigned or geted to empty object"); return; } _ac = _a; }
// Use this for initialization void Start() { anemometr = gameObject.GetComponentInParent <AnemometrController>(); mc = gameObject.AddComponent(typeof(MeshCollider)) as MeshCollider; layerMask = 1 << 8; layerMask = ~layerMask; refName = gameObject.transform.name; activePos = gameObject.transform.localPosition; deactivePos = activePos + new Vector3(-0.014f, 0, 0); transform.localPosition = deactivePos; }