public void ActivateMenu() { Time.timeScale = 0; AudioListener.pause = true; pauseMenu.SetActive(true); Cursor.lockState = CursorLockMode.None; MouseRaycast mr = Camera.main.GetComponent <MouseRaycast>(); mr.enabled = false; }
public void DeactivateMenu() { Time.timeScale = 1; AudioListener.pause = false; pauseMenu.SetActive(false); Cursor.lockState = CursorLockMode.Locked; MouseRaycast mr = Camera.main.GetComponent <MouseRaycast>(); mr.enabled = true; Paused = !Paused; }
//_______________________________________________________________________________________ void Start() { GetSelfID(); self_position = this.transform.position; moveToPosition = new Vector3(self_position.x, self_position.y, self_position.z); positionPrev = moveToPosition; qbitsAll = GameObject.FindGameObjectsWithTag("qbit"); mouseRaycast = GameObject.Find("mouseRaycast").GetComponent <MouseRaycast>(); delaunayTriangulation = GameObject.Find("delaunayTriangulation"); randomJitteryId = GameObject.Find("randomJitteryId").GetComponent <RandomJitteryId>(); non_eScale = this.transform.localScale.x; self_rigidbody = this.GetComponent <Rigidbody>(); self_collider = this.GetComponent <SphereCollider>(); floorLength = GameObject.Find("floor").GetComponent <Renderer>().bounds.size.x; floorCentroid = GameObject.Find("floor").GetComponent <Renderer>().bounds.center; }
void Start() { // with a spawned GO... // instantiate frame = the GO does nothing // frame 2 = Start(), not Update() yet // frame 3 = the first Update() floorWidth = GameObject.Find("floor").GetComponent <Renderer>().bounds.size.x; floorHeight = GameObject.Find("floor").GetComponent <Renderer>().bounds.size.z; delaunayScript = GameObject.Find("delaunayTriangulation").GetComponent <DelaunayTriangulation>(); boundingQbits_allInfo = self_voidAllInfo.boundingQbits_allInfo; self_id = self_voidAllInfo.id; mouseRaycast_script = GameObject.Find("mouseRaycast").GetComponent <MouseRaycast>(); trackingAreaThresh = delaunayScript.voidTrackingAreaThresh; xfadeAreaThresh = delaunayScript.voidXfadeAreaThresh; // these interestingly have to be here in the Start() or the DelaunayTriangulation script // won't be able to check the centroid of this mesh until the 3rd frame after instantiation, // and you'd get two GOs spawned per void centroid meshCentroid = self_voidAllInfo.centroid; meshArea = self_voidAllInfo.area; firstMeshFrame = true; oscOutScript = GameObject.Find("osc").GetComponent <OscOut>(); oscInScript = GameObject.Find("osc").GetComponent <OscIn>(); oscInScript.MapInt("/void/" + (self_id + 1) + "/igniterEvent/click", OscIn_IgniterClick); oscInScript.MapInt("/void/" + (self_id + 1) + "/igniterEvent/end", OscIn_IgniterEnd); swarmParams_script = GameObject.Find("swarmParams").GetComponent <SwarmParams>(); springJoint = GetComponent <SpringJoint>(); voidRigidbody = GetComponent <Rigidbody>(); mixer = new Mixer(); MixerValues_Init(); localPosPrev = transform.position; }
// Use this for initialization void Start() { script = this; }
private void Start() { m_mouseRayCast = GameObject.Find("Player").GetComponent <MouseRaycast>(); m_mouseRayCast.OnSecondaryPositionChange += SpawnNewObject; m_dnm = GameObject.Find("NavMesh").GetComponent <DynamicNavMesh>(); }
void OnEnable() { m_mraycast = GetComponent <MouseRaycast>(); m_mraycast.OnPositionChange += ChangePosition; }
// Use this for initialization void Start() { script = this; }