// Update is called once per frame /*void Update() * { * if (!Active) * { * if (!gameObject.GetComponent<FixedJoint>()) * { * Active = true; * } * } * }*/ public void FirstActivateAmpulFunc(bool enable) { foreach (GameObject Ampul in AmpulObjects) { if (Ampul.GetComponent <Collider>()) { Ampul.GetComponent <Collider>().enabled = enable; } if (Ampul.transform.Find("Right")) { Ampul.transform.Find("Right").GetComponent <Collider>().enabled = true; Ampul.transform.Find("Wrong").GetComponent <Collider>().enabled = true; } else { Ampul.transform.Find("Wrong1").GetComponent <Collider>().enabled = true; Ampul.transform.Find("Wrong").GetComponent <Collider>().enabled = true; } if (gameObject.name != "AmpulPart") { } } /*if (Active) * { * foreach (GameObject Ampul in AmpulObjects) * { * if (Ampul.GetComponent<Collider>()) * { * Ampul.GetComponent<Collider>().enabled = enable; * } * } * }*/ }
// Start is called before the first frame update void Start() { controller = (controller == null ? GetComponent <VRTK_InteractableObject>() : controller); Active = false; controller.InteractableObjectGrabbed += Controller_InteractableObjectGrabbed; controller.InteractableObjectUngrabbed += Controller_InteractableObjectUngrabbed; foreach (GameObject Ampul in GameObject.FindGameObjectsWithTag(Ampuls.name)) { AmpulObjects.Add(Ampul); } foreach (GameObject Ampul in AmpulObjects) { if (Ampul.GetComponent <Collider>()) { Ampul.GetComponent <Collider>().enabled = false; } } }