private void OnEnable() { m_Cloud = GetComponent <CS_Cloud> (); if (m_Cloud != null) { StartCoroutine (Move ()); } else { Debug.LogError ("MoveShadingGroupCenter script is not in a GameObject that contains a CS_Cloud!"); } }
private void OnEnable() { m_Cloud = GetComponent <CS_Cloud> (); if (m_Cloud != null) { StartCoroutine (Fading ()); } else { Debug.LogError ("ChangeTint script is not in a GameObject that contains a CS_Cloud!"); } }
private void OnEnable() { m_Cloud = GetComponent <CS_Cloud> (); if (m_Cloud != null) { StartCoroutine(Fading()); } else { Debug.LogError("ChangeTint script is not in a GameObject that contains a CS_Cloud!"); } }
private void OnEnable() { m_Cloud = GetComponent <CS_Cloud> (); if (m_Cloud != null) { StartCoroutine(Move()); } else { Debug.LogError("MoveShadingGroupCenter script is not in a GameObject that contains a CS_Cloud!"); } }
private void Start() { m_Cloud = GetComponent <CS_Cloud> (); if (m_Cloud == null) { Debug.LogError("GoodEvil does not contain a CS_Cloud component!"); } else { UpdateShadingGroupCenter(); } Vector3 l_Volume = maximumInstantiationArea - minimumInstantiationArea; m_MaximumInstantiationVolume = Mathf.Abs(l_Volume.x * l_Volume.y * l_Volume.z); if (Mathf.Approximately(m_MaximumInstantiationVolume, 0.0f)) { Debug.LogError("The maximum volume in which thunders can be instantiated is not allowed to be zero!"); } StartCoroutine(CreateEvilThunder()); }
private void Start() { m_Cloud = GetComponent <CS_Cloud> (); if (m_Cloud == null) { Debug.LogError ("GoodEvil does not contain a CS_Cloud component!"); } else { UpdateShadingGroupCenter (); } Vector3 l_Volume = maximumInstantiationArea - minimumInstantiationArea; m_MaximumInstantiationVolume = Mathf.Abs (l_Volume.x * l_Volume.y * l_Volume.z); if (Mathf.Approximately (m_MaximumInstantiationVolume, 0.0f)) { Debug.LogError ("The maximum volume in which thunders can be instantiated is not allowed to be zero!"); } StartCoroutine (CreateEvilThunder ()); }
// Use this for initialization void Start() { cloudScript = GetComponent<CS_Cloud>(); positionZ = transform.position.z; positionY = transform.position.y; cloudFadingOn = cloudScript.Fading; cloundTintAOn = cloudScript.Tint.a; isActive = false; isBounding = false; cloudScript.Sun = cloundLight; //isAnimate = false; }