using UnityEngine; namespace DamageSystem { public class GlobalSurfaceDetails : MonoBehaviour { [SerializeField] private SurfaceDetails copyBase = null; private void Awake() { SurfaceDetails[] surfaceDetailsArray = transform.GetComponentsInChildren(); for (int n = 0; n < surfaceDetailsArray.Length; n++) { surfaceDetailsArray[n].CopySettings(copyBase); } } } }