void Start()
 {
     GameObject[] allObjects = FindObjectsOfType <GameObject>();
     foreach (GameObject obj in allObjects)
     {
         if (obj.activeInHierarchy && obj.isSalience())
         {
             AddContours contours = obj.AddComponent <AddContours>();
         }
     }
 }
    void Update()
    {
        if (highlight != priorHighlight || priorGuidline != Guideline || highlightColor != priorHighlighColor ||
            guidelineColor != priorGuidlineColor || priorForwardFactor != forwardFactor || priorRadius != radius)
        {
            GameObject[] allObjects = FindObjectsOfType <GameObject>();
            foreach (GameObject obj in allObjects)
            {
                if (obj.activeInHierarchy && obj.isSalience())
                {
                    AddContours contours = obj.GetComponent <AddContours>();
                    if (contours == null)
                    {
                        contours = obj.AddComponent <AddContours>();
                    }

                    contours.whetherHighlighted = highlight;
                    contours.whetherLink        = Guideline;
                    contours.color         = highlightColor;
                    contours.guidlineColor = guidelineColor;
                    contours.forwardFactor = forwardFactor;
                    contours.radius        = radius;
                }
            }

            priorHighlight     = highlight;
            priorGuidline      = Guideline;
            priorHighlighColor = highlightColor;
            priorGuidlineColor = guidelineColor;
            priorForwardFactor = forwardFactor;
            priorRadius        = radius;
        }

        if (dynamicScanning)
        {
            GameObject[] allObjects = FindObjectsOfType <GameObject>();
            foreach (GameObject obj in allObjects)
            {
                if (obj.activeInHierarchy && obj.isSalience())
                {
                    AddContours contours = obj.GetComponent <AddContours>();
                    if (contours == null)
                    {
                        contours = obj.AddComponent <AddContours>();
                    }

                    contours.whetherHighlighted = highlight;
                    contours.whetherLink        = Guideline;
                    contours.color         = highlightColor;
                    contours.guidlineColor = guidelineColor;
                    contours.forwardFactor = forwardFactor;
                    contours.radius        = radius;
                }
            }

            priorHighlight     = highlight;
            priorGuidline      = Guideline;
            priorHighlighColor = highlightColor;
            priorGuidlineColor = guidelineColor;
            priorForwardFactor = forwardFactor;
            priorRadius        = radius;
        }
    }