protected virtual void Awake() { CheckForParticleSystem(); AudioSourceLight = new LoopingAudioSource(LoopSourceLight); AudioSourceMedium = new LoopingAudioSource(LoopSourceMedium); AudioSourceHeavy = new LoopingAudioSource(LoopSourceHeavy); UpdateInitialParticleSystemValues(ParticleSystem, (f) => InitialStartSpeed = f, (f) => InitialStartSize = f); UpdateInitialParticleSystemValues(ParticleSystemSecondary, (f) => InitialStartSpeedSecondary = f, (f) => InitialStartSizeSecondary = f); UpdateInitialParticleSystemValues(MistParticleSystem, (f) => InitialStartSpeedMist = f, (f) => InitialStartSizeMist = f); Material = InitParticleSystem(ParticleSystem); MaterialSecondary = InitParticleSystem(ParticleSystemSecondary); MistMaterial = InitParticleSystem(MistParticleSystem); ExplosionMaterial = InitParticleSystem(ExplosionParticleSystem); }
protected virtual void Start() { Camera = (Camera == null ? (Camera.main == null ? Camera.current : Camera.main) : Camera); CheckForParticleSystem(); AudioSourceLight = new LoopingAudioSource(LoopSourceLight); AudioSourceMedium = new LoopingAudioSource(LoopSourceMedium); AudioSourceHeavy = new LoopingAudioSource(LoopSourceHeavy); UpdateInitialParticleSystemValues(ParticleSystem, (f) => InitialStartSpeed = f, (f) => InitialStartSize = f); UpdateInitialParticleSystemValues(ParticleSystemSecondary, (f) => InitialStartSpeedSecondary = f, (f) => InitialStartSizeSecondary = f); UpdateInitialParticleSystemValues(MistParticleSystem, (f) => InitialStartSpeedMist = f, (f) => InitialStartSizeMist = f); Material = InitParticleSystem(ParticleSystem, false); MaterialSecondary = InitParticleSystem(ParticleSystemSecondary, WeatherMakerScript.EnablePerPixelLighting); MistMaterial = InitParticleSystem(MistParticleSystem, WeatherMakerScript.EnablePerPixelLighting); ExplosionMaterial = InitParticleSystem(ExplosionParticleSystem, false); }
private void Start() { AudioSourceWind = new LoopingAudioSource(LoopSourceWind); }
private void Awake() { WindZone = GetComponent <WindZone>(); AudioSourceWind = new LoopingAudioSource(GetComponent <AudioSource>()); }