void Start() { switch (GameManager.controllerType) { case ControllerType.Vive: m_inventoryView = m_inventoryViewVive; break; case ControllerType.Keyboard: m_inventoryView = m_inventoryViewPC; break; default: throw new Exception("Controller type error"); } m_inventoryView.Init(m_inventoryModel); m_sceneObjects.AddRange(m_Objects.GetComponentsInChildren <Transform>()); savedAttributes.takenObjectsList = new int[m_sceneObjects.Count]; }