void Awake() { rb = GetComponent <Rigidbody>(); collider = GetComponent <CapsuleCollider>(); anim = GetComponent <Animator>(); lineRenderer = GetComponent <LineRenderer>(); look = GetComponent <FocusLook>(); emotion = GetComponent <EmotionRenderer>(); sweat = GetComponentInChildren <Sweat>(); movementSpeed = gameObject.AddComponent <MovementSpeed>(); // Check which objects are currently grabbable grabCollisions = GetComponentInChildren <CollisionEventTransmitter>(); grabCollisions.onTriggerEnter += (Collider x) => { var grab = x.GetComponent <Grabbable>(); if (grab) { objectsAtRange.Add(grab); } }; grabCollisions.onTriggerExit += (Collider x) => { var grab = x.GetComponent <Grabbable>(); if (grab) { objectsAtRange.Remove(grab); } }; ReloadColor(); Instantiate(Library.instance.dustFX, transform.position, transform.rotation); }
void Awake() { agent = GetComponent <NavMeshAgent>(); sight = GetComponent <Sight>(); anim = GetComponent <Animator>(); look = GetComponent <FocusLook>(); emotion = GetComponent <EmotionRenderer>(); ear = GetComponent <Hearing>(); ear.heard += (Vector3 position) => { this.OnHeard(position); }; movementSpeed = gameObject.AddComponent <MovementSpeed>(); // Check which objects are currently grabbable rangeEvent = GetComponentInChildren <CollisionEventTransmitter>(); rangeEvent.onTriggerEnter += (Collider other) => { inRange.Add(other.transform.gameObject); }; rangeEvent.onTriggerExit += (Collider other) => { inRange.Remove(other.transform.gameObject); }; }