protected void Awake() { _state = State.WaitToMove; _rotation = transform.rotation.eulerAngles.y; if (_startWithFuse) { _fuseObject = Instantiate(_fusePrefab); _fuseObject.transform.parent = transform; _fuseObject.transform.position = _fuseLocation.position; _fuseObject.transform.rotation = _fuseLocation.rotation; _fuseObject.transform.Rotate(Vector3.right * 90, Space.Self); HeroTrigger trigger = GetComponentInChildren <HeroTrigger>(); trigger.OnStartInteract += HandleStartInteract; trigger.OnHeroEnterTrigger += HandleHeroEnterTrigger; trigger.OnHeroExitTrigger += HandleHeroExitTrigger; } _fuseLocation.gameObject.SetActive(false); if (_disabled) { FallOver(); } }
protected void Awake() { Instance = this; _poweredLights = new List <PoweredLight>(); HeroTrigger _trigger = GetComponentInChildren <HeroTrigger>(); _trigger.OnStartInteract += HandleHeroInteract; _trigger.OnHeroEnterTrigger += HandleHeroEnterTrigger; _trigger.OnHeroExitTrigger += HandleHeroExitTrigger; }
protected void Awake() { _trigger = GetComponentInChildren <HeroTrigger>(); _trigger.OnStartInteract += HandleStartInteract; _fuseStation = GetComponentInParent <FuseStation>(); _actualGearAxis.position = _gearAxis.position; _gearAxis.parent = _actualGearAxis; _wrenchAxis.position = _wrench.position; _wrench.parent = _wrenchAxis; _trigger.OnHeroEnterTrigger += HandleHeroEnterTrigger; _trigger.OnHeroExitTrigger += HandleHeroExitTrigger; }
protected void Awake() { _heroTrigger = GetComponent <HeroTrigger>(); _heroTrigger.OnAutoTrigger += HandleAutoTrigger; }