using UnityEngine; namespace Passer { [System.Serializable] public class Sensor { public bool enabled; public virtual Tracker.Status status { get; set; } public Target target; public Tracker tracker; public virtual string name { get { return ""; } } public Transform sensorTransform; public virtual void Start(Transform targetTransform) { target = targetTransform.GetComponent(); } public virtual void Update() { if (tracker == null || !tracker.enabled || !enabled) return; } public virtual void ShowSensor(bool shown) { if (sensorTransform == null) return; if (!Application.isPlaying) sensorTransform.gameObject.SetActive(shown); Renderer[] renderers = sensorTransform.GetComponentsInChildren(); for (int i = 0; i < renderers.Length; i++) { if (!(renderers[i] is LineRenderer)) renderers[i].enabled = shown; } } } }