using UnityEngine; using NanoBrain; using CreatureControl; public class AntennaTouch : MonoBehaviour { public Neuron receptor; public Insect insect; protected virtual void Awake() { this.insect = GetComponentInParent(); } void OnTriggerStay(Collider other) { Vector3 touchDirection = this.insect.transform.InverseTransformVector(this.transform.forward); receptor?.SetBias(touchDirection); } // Perhaps I can leave this out and use the sleep state? void OnTriggerExit(Collider other) { Vector3 touchDirection = Vector3.zero; receptor?.SetBias(touchDirection); } }