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