private void Start() { au = GetComponent <AudioSource>(); interactable = GetComponentInParent <Interactable>(); assembler = GetComponentInParent <Assembler.AssemblerComponent>(); interactable.onAttachedToHand += Interactable_onAttachedToHand; interactable.onDetachedFromHand += Interactable_onDetachedFromHand; if (assembler != null) { assembler.onAttached += Assembler_onAttached; } }
private void Start() { if (faker) { return; } if (previewHolo) { previewHolo.SetActive(true); } rb = GetComponent <Rigidbody>(); pointColliders = new AssemblerPoint[points.Length]; for (int i = 0; i < points.Length; i++) { GameObject g = new GameObject("pt_" + i); pointColliders[i] = (AssemblerPoint)g.AddComponent <AssemblerPoint>(); pointColliders[i].radius = rad; pointColliders[i].transform.parent = transform; pointColliders[i].transform.position = transform.TransformPoint(points[i].point); pointColliders[i].transform.rotation = Quaternion.LookRotation(transform.TransformDirection(points[i].normal), transform.up); pointColliders[i].comp = this; pointColliders[i].ID = points[i].ID; pointColliders[i].gameObject.layer = 1; // set it to transparentFX layer, so they don't collide with eachother } if (core) { coreComp = this; } else { interactable = GetComponent <Interactable>(); } }