void Awake() { go = gameObject; selfInstance = this; analogGlitch = GetComponent <AnalogGlitch>(); digitalGlitch = GetComponent <DigitalGlitch>(); }
// Use this for initialization public CameraEffect() { digitalGlitch = Camera.main.GetComponent <DigitalGlitch>(); analogGlitch = Camera.main.GetComponent <AnalogGlitch>(); s = DOTween.Sequence(); StartCameraEffect(); }
public override void Play() { Debug.Log("play channel 1"); // Debug.Log (AudioPeer._freqBand [AudioPeer._freqBand.Length/2]); glitch = Camera.main.gameObject.AddComponent <DigitalGlitch>(); glitch._shader = digitalGlitchShader; Debug.Log(glitch._shader); }
void Awake() { analogGlitch = GetComponent <AnalogGlitch>(); digitalGlitch = GetComponent <DigitalGlitch>(); bokeh = GetComponent <Bokeh>(); skyboxMaterial = GetComponent <Skybox>().material; skyboxMaterial.SetFloat("_Blend", 0); light = directionalLight.GetComponent <Light>(); }
void Awake() { canvas = GameObject.Find("Canvas"); storyManager = GetComponent <StoryManager>(); textManager = GetComponent <TextManager>(); colorBlock = canvas.transform.Find("Industry Options").Find("Security").GetComponent <Button>().colors; TextMeshProUGUI displayText = canvas.transform.Find("Display Text").GetComponent <TextMeshProUGUI>(); defaultFont = displayText.font; digitalGlitch = GameObject.Find("Main Camera").GetComponent <DigitalGlitch>(); #region adding animation functions animations.Add("01-02", Scan); animations.Add("01-10", DisplayUserInformation); animations.Add("01-11", DisplayIndustryOptions); animations.Add("01-12", LimitIndustryOptions); animations.Add("01-13", FillIndustryLinks); animations.Add("01a-01", RemoveIndustryOptions); animations.Add("01b-01", RemoveIndustryOptions); animations.Add("01b-02", GlitchText); animations.Add("02-05", DisplayOccupationOptions); animations.Add("02-06", FillOccupationLinks); animations.Add("02a-01", RemoveOccupationOptions); animations.Add("02b-01", RemoveOccupationLinks); animations.Add("04-01", RemoveOccupationOptions); animations.Add("04-03", DisplayYesOrNo); animations.Add("04a-05", GlitchText); animations.Add("05-01", GlitchText); animations.Add("05-02", DisplayYesOrNo); animations.Add("05a-01", GlitchText); animations.Add("05a-02", GlitchText); animations.Add("05a-03", GlitchText); animations.Add("05b-07", GlitchText); animations.Add("08a-05", GlitchText); animations.Add("10a-05", GlitchText); animations.Add("10c-01", GlitchText); #endregion // TODO: add animations for all endings }
void Start() { analog = GetComponent <AnalogGlitch>(); binary = GetComponent <Binary>(); digital = GetComponent <DigitalGlitch>(); mirror = GetComponent <Mirror>(); fx = new List <MonoBehaviour>() { binary, analog, mirror, digital }; MidiMaster.noteOnDelegate += NoteOn; MidiMaster.noteOffDelegate += NoteOff; MidiMaster.knobDelegate += Knob; Screen.fullScreen = true; }
void Awake() { _analog = GetComponent <AnalogGlitch>(); _digital = GetComponent <DigitalGlitch>(); }
// Update is called once per frame public void Start() { glitch = GetComponent <DigitalGlitch>(); transform.position = player.position + new Vector3(0, offset2, offsetVertical); }
// Use this for initialization void Start() { editAG = thisCamera.GetComponent <AnalogGlitch>(); editDG = thisCamera.GetComponent <DigitalGlitch>(); }
private void Awake() { canvasGroup.alpha = 0f; digitalGlitch = glitchCamera.GetComponent <DigitalGlitch>(); }
public override void Play() { Debug.Log("play channel 1"); glitch = Camera.main.gameObject.AddComponent <DigitalGlitch>(); glitch._shader = digitalGlitchShader; }
private void Start() { digital_glitch = GetComponent <DigitalGlitch>(); analog_glitch = GetComponent <AnalogGlitch>(); vision = GetComponent <Vision>(); }