public void Activate() { OnActivate(); if (stepHandler) { stepHandler.Activate(); } }
// Update is called once per frame public override void OnUpdate() { StepHandler stepHandler = GetComponent <StepHandler>(); if (stepHandler == null) { return; } if (stepHandler.IsActive()) { if (!activated) { activated = true; foreach (MeshRenderer meshRenderer in transform.GetComponentsInChildren <MeshRenderer>()) { meshRenderer.enabled = true; } } MeshRenderer renderer = GetComponent <MeshRenderer>(); renderer.enabled = true; // Hard coded, change here to make it so it drives to a specific spot. if (gameObject.transform.position.x > 5) { if (startTime == 0) { startTime = Time.time; } if (startTime + 1 < Time.time) { stepHandler.Activate(); } } else { m_Rigidbody.velocity = transform.forward * m_Speed; } } }
protected void fire() { stepHandler.Activate(); }