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);
 }
Beispiel #2
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        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>());
 }