//Use the below int's if you want to play around with the colors... //[SerializeField] private int m_LightModifierRed = 0; //[SerializeField] private int m_LightModifierGreen = 0; //[SerializeField] private int m_LightModifierBlue = 0; //............................................................... //............................................ * METHOD : START * protected void Start() { //Getting the color of the fairy m_JarObject = GameObject.FindWithTag("Jar"); m_Jar = m_JarObject.GetComponent <JarOrbit>(); m_FairyRenderer = GetComponent <Renderer>(); }
protected void Start() { m_RadiateLifeTimer = m_RadiateDur; //Getting the color of the fairy m_JarObject = GameObject.FindWithTag("Jar"); m_Jar = m_JarObject.GetComponent <JarOrbit>(); m_RadiateRenderer = GetComponent <Renderer>(); }
void Start() { GameObject m_Jar = GameObject.FindGameObjectWithTag("Jar"); m_JarOrbit = m_Jar.GetComponent <JarOrbit>(); m_SwingPosition = transform.localPosition; m_SwingRotation = transform.localRotation; //m_ShakePosition = new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z); //m_ShakeRotation = Quaternion.Euler(transform.localRotation.x, transform.localRotation.y, transform.localRotation.z); //^^replaced with below two lines... m_ShakePosition = new Vector3(m_ShakePosX, m_ShakePosY, m_ShakePosZ); m_ShakeRotation = Quaternion.Euler(m_ShakeRotX, m_ShakeRotY, m_ShakeRotZ); }
//............................................................... //..................................................... * START * void Start() { transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f); if (isRightWingObject == true) { isFlappingLeft = false; } else if (isRightWingObject == false) { isFlappingLeft = true; } //Getting the color of the fairy m_JarObject = GameObject.FindWithTag("Jar"); m_Jar = m_JarObject.GetComponent <JarOrbit>(); m_FairyWingRenderer = GetComponent <Renderer>(); }