// Start is called before the first frame update void Start() { active = false; Lights = new GameObject[8]; var angle = 360f / Lights.Length; var radius = 0.1f; levelDj = GameObject.FindGameObjectWithTag("SoundController").GetComponent <LevelDj>(); for (int i = 0; i < Lights.Length; i++) { Quaternion rotation = Quaternion.AngleAxis(i * angle, Vector3.up); Vector3 direction = rotation * Vector3.forward; Vector3 position = direction * radius; var go = new GameObject(); go.transform.parent = LightGroup.transform; go.transform.localPosition = position; go.transform.localRotation = Quaternion.Euler(new Vector3(0, i * angle, 0)); var comp = go.AddComponent <Light>(); comp.type = LightType.Spot; comp.intensity = 10; comp.spotAngle = 30; comp.range = 20; comp.shadows = LightShadows.Hard; comp.shadowBias = 0.01f; comp.shadowNearPlane = 0.1f; Lights[i] = go; } }
// Start is called before the first frame update void Start() { active = false; SpotOneLight = SpotOne.GetComponent <Light>(); SpotTwoLight = SpotTwo.GetComponent <Light>(); levelDj = GameObject.FindGameObjectWithTag("SoundController").GetComponent <LevelDj>(); }
public void Start() { baseLightLight = BaseLight.GetComponent <Light>(); baseLightLight.intensity = 0; baseLightTransform = BaseLight.transform; levelDj = GameObject.FindGameObjectWithTag("SoundController").GetComponent <LevelDj>(); }