示例#1
0
    /**
     * A normal member called on Start - includes preparation of materials for enabled/disabled weapon (based on whether weapon is within restricted area or not).
     */
    void Start()
    {
        shotParticles.Stop();
        GetComponent <VRTK_InteractableObject>().InteractableObjectUsed += (object sender, InteractableObjectEventArgs e) => { Shoot(); };

        GetComponent <VRTK_InteractableObject>().InteractableObjectUngrabbed += ObjectUngrabbed;
        originalBulletCount = bulletCount;

        materialsOriginal = new Material[meshRenderer.materials.Length];
        materialsDisabled = new Material[meshRenderer.materials.Length];
        materialOriginal  = meshRendererRocket == null ? null : meshRendererRocket.material;

        for (var i = 0; i < meshRenderer.materials.Length; i++)
        {
            materialsDisabled[i] = disabledColor;
            materialsOriginal[i] = meshRenderer.materials[i];
        }

        grabMechansm = GetComponent <TriggerGrabAndUse>();

        playableObject = GetComponentInParent <PlayableObject>();
    }
示例#2
0
 // init
 void Start()
 {
     po = GetComponentInParent <PlayableObject>();
     GetComponent <VRTK_InteractableObject>().InteractableObjectUngrabbed += (object sender, InteractableObjectEventArgs e) => { Invoke("FinishAction", 2f); };
 }