void Awake() { StartHealth = health; mySpawnPS = Instantiate(spawnPrefab).GetComponent <ParticleSystem>(); flight = GetComponent <SSFlight>(); engineSound = GetComponent <SSEngineSound>(); shield = GetComponent <SSShield>(); team = GetComponent <SSTeam>(); }
void Start() { flight = GetComponent <SSFlight>(); mainModules = new ParticleSystem.MainModule[particleSystems.Length]; initSpeed = new float[particleSystems.Length]; initSize = new float[particleSystems.Length]; for (int i = 0; i < particleSystems.Length; i++) { mainModules[i] = particleSystems[i].main; initSpeed[i] = mainModules[i].startSpeedMultiplier; initSize[i] = mainModules[i].startSizeMultiplier; } }
void Start() { // set layer depending on team gameObject.layer = baseLayer + team; // update shield team var shield = GetComponent <SSShield>(); if (shield) { shield.AssignTeam(team); } if (team == 1) { // update meshes foreach (var item in meshFilters) { if (!meshPairs.ContainsKey(item.sharedMesh)) { CreateMeshPair(item.sharedMesh); } item.sharedMesh = meshPairs[item.sharedMesh]; } // update particle systems foreach (var item in particleSystems) { var color = item.colorOverLifetime; color.color = particleColorTo; } // update laser gun var laser = GetComponent <SSLaser>(); if (laser != null) { foreach (var item in laser.barrels) { var bPrt = item.GetComponent <ParticleSystem>(); if (bPrt != null) { var color = bPrt.colorOverLifetime; color.color = particleColorTo; } } } } flight = GetComponent <SSFlight>(); list.Add(this); }
private void Start() { // get our audioSource auEngine = GetComponent <AudioSource>(); // set random playback pos auEngine.time = Random.value * auEngine.clip.length; // play if enabled if (auEngine.enabled) { auEngine.Play(); hasEngineSound = true; } // get parameters soundRangeSqr = auEngine.maxDistance * auEngine.maxDistance; flight = GetComponent <SSFlight>(); // repeated listener range checks InvokeRepeating(nameof(CheckListener), listenerCheckInterval * Random.value, listenerCheckInterval); }
void Start() { flight = GetComponent <SSFlight>(); team = GetComponent <SSTeam>(); laser = GetComponent <SSLaser>(); }
void Awake() { flight = GetComponent <SSFlight>(); laser = GetComponent <SSLaser>(); }