コード例 #1
0
    // Use Awake() to initialize field variables.
    public void Awake()
    {
        //It is assumed that all the necessary components are already attached to CommHub gameObject, which  is referred to by
        // gameObject field of this object, the current instance of the current Class.

        m_displayController          = this.gameObject.GetComponent <DisplayScriptTreeOfVoice>();
        m_actionPlanController       = this.gameObject.GetComponent <ActionPlanController>();
        m_actionPlanUpdateController = this.gameObject.GetComponent <ActionPlanUpdateController>();
        m_boidsController            = this.gameObject.GetComponent <SimpleBoidsTreeOfVoice>();
        m_boidsRenderer = this.gameObject.GetComponent <BoidRendererTreeOfVoice>();

        m_actionPlanFileManager = this.gameObject.GetComponent <ActionPlanFileManager>();

        //debugging
        m_LEDColorGenController = this.gameObject.GetComponent <LEDColorGenController>(); // compute Shader use

        if (m_LEDColorGenController == null)
        {
            Debug.LogError("The component LEDColorGenController  should be added to CommHub");
            // Application.Quit();
        }


        m_pointerEventsController = this.gameObject.GetComponent <PointerEventsController>();
        // this  gets the reference  to the instance of  class PointerEventsController
        // The instance is automatically created (by new  PointerEventsController() ) when the component is added to the gameObject
        // The gameboject will has the reference to that instance.

        m_IRSensorMasterController = this.gameObject.GetComponent <IRSensorMasterController>();
        m_LEDMasterController      = this.gameObject.GetComponent <LEDMasterController>();
        m_neuroHeadSetController   = this.gameObject.GetComponent <NeuroHeadSetController>();
    }
コード例 #2
0
 // 커스터마이즈된 에디터의 인스턴스가 생성될 때 호출
 void OnEnable()
 {
     // target은 위의 CustomEditor() 애트리뷰트에서 설정해 준 타입의 객체에 대한 레퍼런스
     // object형이므로 실제 사용할 타입으로 캐스팅 해 준다.
     _neuro = target as NeuroHeadSetController;
 }