private void OnTriggerStay(Collider collider) { if (collider.CompareTag("RepairableObject") && !collider.GetComponentInParent <RepairableBehaviour>().IsRepaired()) { objectToRepair = collider.GetComponentInParent <RepairableBehaviour>(); isRepairing = true; } }
private void Start() { _meshRenderers = GetComponentsInChildren <MeshRenderer>(); _repairableBehaviour = GetComponent <RepairableBehaviour>(); }