// Use this for initialization void Start() { gunShotManager = gameObject.AddComponent<InteractionGunShot>(); myRenderer = gameObject.GetComponent<MeshRenderer>(); gunShotManager.OnHit += toggleMeshRenderer; myRenderer.enabled = !startInvisible; Physics.IgnoreLayerCollision(8, 10, startInvisible); // Physics.IgnoreLayerCollision(8, 9, true); }
void Start( ) { const float setRange = 10.0f; Vector3 origPosition = transform.position; xSize = xSize / setRange; zSize = zSize / setRange; ySize = ySize + zSize; GunSwitch = false; gunShotManager = gameObject.AddComponent<InteractionGunShot>(); gunShotManager.OnHit += changeObjectSize; if (ReturnOnGun == true){ ReturnOriginal = true; } }