void Start() { WristCollisionDispatcher.TriggerEnter += wrist_OnCollisionEnterEvent; WristCollisionDispatcher.TriggerStay += wrist_OnCollisionEnterEvent; armIKController = GetComponent <ArmIKController> (); muscleTensionController = GetComponent <MuscleTensionController> (); }
void Start() { ikController = GetComponent <ArmIKController> (); idleController = GetComponent <ArmIdleController> (); grabController = GetComponent <ArmGrabController> (); raiseController = GetComponent <ArmRaiseController> (); punchController = GetComponent <ArmPunchController> (); stretchController = GetComponent <ArmStretchController> (); actionControllers = new MonoBehaviour [] { idleController, grabController, raiseController, punchController, stretchController }; // Assign Root and Chest. var dispatchers = GetComponentsInChildren <CollisionDispatcher> (); foreach (var dispatcher in dispatchers) { dispatcher.Root = Root; } ikController.Chest = Chest; idleController.Chest = Chest; }
void Start() { LowerArmCollisionDispatcher.CollisionEnter += lowerArm_OnCollisionEnterEvent; armIKController = GetComponent <ArmIKController> (); muscleTensionController = GetComponent <MuscleTensionController> (); }
void Start() { armIKController = GetComponent <ArmIKController> (); muscleTensionController = GetComponent <MuscleTensionController> (); }