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