// Use this for initialization void Start() { emitterA = GameObject.Find("EffectEmitterA").GetComponent <EffekseerEmitter>(); emitterB = GameObject.Find("EffectEmitterB").GetComponent <EffekseerEmitter>(); uiEffectList = GameObject.Find("uiEffectList").GetComponent <Dropdown>(); SetEffect(0); }
void OnEnable() { emitter = (EffekseerEmitter)target; #if UNITY_2019_1_OR_NEWER SceneView.duringSceneGui += SceneView_duringSceneGui; #endif }
void Start() { emitterA = GameObject.Find("EffectEmitterA").GetComponent <EffekseerEmitter>(); emitterB = GameObject.Find("EffectEmitterB").GetComponent <EffekseerEmitter>(); uiEffectList = GameObject.Find("uiEffectList").GetComponent <Dropdown>(); SetEffect(0); uiEmitterA = GameObject.Find("uiPlayAtEmitterA").GetComponent <Button>(); uiEmitterB = GameObject.Find("uiPlayAtEmitterB").GetComponent <Button>(); //StartCoroutine(LoadAssetBundle()); }
bool m_AutoInactive; // Effekseerは自動的に消えてくれないので自動的に消えてくれるようにする private void Reset() { var t = transform; m_Emitter = t.GetComponent <EffekseerEmitter>(); // デフォルトではエフェクトの自動削除 m_AutoDestroy = true; // エフェクトのActive/Inactiveを切り替える m_AutoInactive = true; }
// enum insidegun { machingun, Laser, misa }; // Use this for initialization void Start() { AudioSource[] audioSources = GetComponents <AudioSource>(); sound01 = audioSources[0]; sound02 = audioSources[1]; sound03 = audioSources[2]; sound04 = audioSources[3]; sound05 = audioSources[4]; effekseerEmitter = muzzleflash.GetComponent <EffekseerEmitter>(); arot = transform.localEulerAngles; apos = transform.position; }
void Reset() { var t = transform; m_Collider = GetComponent <SphereCollider>(); m_Emitter = t.FindChild("Effect").GetComponent <EffekseerEmitter>(); m_CollisionInitialSize = 0.22f; m_CollisionMaxSize = 3.8f; m_ExpansionValue = 0.22f; m_ExpansionTime = 0.5f; m_CollisionWidth = 1.0f; }
// Use this for initialization void Start() { effekseerEmitter1 = muzzleflash1.GetComponent <EffekseerEmitter>(); effekseerEmitter2 = muzzleflash2.GetComponent <EffekseerEmitter>(); ads = GameObject.Find("PlayerMove"); advantageshift = ads.GetComponent <AdvantageShift> (); AudioSource[] audioSources = GetComponents <AudioSource>(); sound01 = audioSources[0]; sound02 = audioSources[1]; sound03 = audioSources[2]; sound04 = audioSources[3]; sound05 = audioSources[4]; sound06 = audioSources[5]; sound07 = audioSources[6]; }
void Start() { emitterA = GameObject.Find("EffectEmitterA").GetComponent <EffekseerEmitter>(); emitterB = GameObject.Find("EffectEmitterB").GetComponent <EffekseerEmitter>(); uiEffectList = GameObject.Find("uiEffectList").GetComponent <Dropdown>(); uiEffekseerEmitterA = GameObject.Find("uiPlayAtEmitterA").GetComponent <Button>(); uiEffekseerEmitterB = GameObject.Find("uiPlayAtEmitterB").GetComponent <Button>(); foreach (var effectAsset in effectAssets) { if (effectAsset != null) { uiEffectList.options.Add(new Dropdown.OptionData(effectAsset.name)); } } SetEffect(3); uiEffectList.value = 3; }
void OnEnable() { emitter = (EffekseerEmitter)target; }
// Use this for initialization void Start () { effect = GetComponent<EffekseerEmitter>(); }
// Use this for initialization void Start() { laserEffect = GameObject.Find("LaserEffect").GetComponent<EffekseerEmitter>(); particleEffect = GameObject.Find("ParticleEffect").GetComponent<EffekseerEmitter>(); }
// Start is called before the first frame update void Start() { efEmit = this.GetComponent <EffekseerEmitter>(); }