void Start() { if (devicesController == null) { devicesController = GetComponentInParent <ElectricDevicesController>(); } if (device == null) { device = GetComponentInParent <ElectricDevice>(); } }
//var time_event = new Tuple<long, float>(0,0.0f); //public List<Tuple<long, float>> Pattern; // Use this for initialization void Start() { if (devicesController == null) { devicesController = GetComponentInParent <ElectricDevicesController>(); } Deselect(); StopHover(); //_pilotView = PilotView.GetInstance(); // David //This is used for replacing a material //We initially save the gameobjects materials to the side in order to be able to switch back to them. foreach (Runlevel rl in runlevels) { //Energy effeciency runlevels rl.SetPowerByEE(energyEffeciency); //Materials //Maybe we have a specifically targeted renderer (of a gameObject) that we want to affect Renderer rend = rl.Target; //If target not set, use the gameobjects renderer if (rend == null) { rend = gameObject.GetComponent <Renderer>(); } if (rend == null) { //Apparently the object doesn't have a renderer continue; } //Shouldn't be null at this point! Debug.Assert(rend != null); rl.Default_materials = (Material[])rend.sharedMaterials; } base.Start(); //lastupdate = _timeMgr.time; //Set initial runlevel. SetRunlevel(runlevel); }