// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); healthScript = GetComponent <PlayerHealth>(); hungerScript = GetComponent <PlayerHunger>(); dustEmitter = GetComponent <DustEmitter>(); }
// Start is called before the first frame update void Start() { InvokeRepeating("ResetDestination", 0.0f, recalculateTime); hungerScript = player.GetComponent <PlayerHunger>(); healthScript = player.GetComponent <PlayerHealth>(); playerRb = player.GetComponent <Rigidbody>(); winTrigger = endTrigger.GetComponent <WinTrigger>(); rb = GetComponent <Rigidbody>(); dustEmitter = GetComponent <DustEmitter>(); dustEmitter.stopped = false; }
private void InitDustEmitter() { float radius = 0.5f; dustEmitter = new DustEmitter(InGame.inGame.ParticleSystemManager); dustEmitter.PositionJitter = radius * 0.7f; // Random offset for each particle. dustEmitter.StartRadius = radius * 0.4f; dustEmitter.EndRadius = radius; dustEmitter.EmissionRate = 0.0f; dustEmitter.Active = true; dustEmitter.Emitting = false; }
public VehicleChassis() : base() { MaxSpeed = DefaultMaxSpeed; MaxLinearAcceleration = DefaultMaxLinearAcceleration; MaxRotationRate = DefaultMaxRotationRate; MaxRotationalAcceleration = DefaultMaxRotationalAcceleration; dustEmitter = new DustEmitter(InGame.inGame.ParticleSystemManager); // Starts in inactive state. dustEmitter.Active = true; dustEmitter.Emitting = false; dustEmitter.PositionJitter = 0.2f; dustEmitter.EmissionRate = 2.5f; dustEmitter.LinearEmission = true; dustEmitter.StartRadius = 0.45f; dustEmitter.EndRadius = 2.5f; dustEmitter.StartAlpha = 0.4f; dustEmitter.EndAlpha = 0.0f; dustEmitter.MinLifetime = 0.5f; // Particle lifetime. dustEmitter.MaxLifetime = 3.0f; }