// Use this for initialization void Start() { hrvReceiverScript = GameObject.FindWithTag("MeasureObject").GetComponent <OSCReceiver>(); respawnLocation = GameObject.FindWithTag("Player").GetComponent <RespawnScript>(); pillarRoom = GameObject.FindWithTag("PillarEvent").GetComponent <PillarRoomEvent>(); //Torch changing related variables torches = GameObject.FindGameObjectsWithTag("Torch"); baseTorch = new Vector4(0.97f, 0.73f, 0.21f, 1); dreadTorch = new Vector4(0.49f, 0.02f, 0.11f, 1); flameBGM = GameObject.Find("MazeChanges/FlameChangeBGM").GetComponent <AudioSource>(); //Wall changing related variables crossFadeScript = GetComponent <CrossFade>(); wallOffset = new Vector2(0f, 0f); wallTiling = new Vector2(3f, 1.5f); threshWallTiling = new Vector2(-0.19f, 1.5f); //Brick1 threshWallOffset = new Vector2(0.6f, 0f); smallWallTiling = new Vector2(2f, 1.5f); //Brick3 smallWallOffset = new Vector2(0f, 0f); tinyWallTiling = new Vector2(1.2f, 1.5f); //Brick4 tinyWallOffset = new Vector2(0f, 0f); mainWallChange = firstWallChange; crossFadeScript.setNewMaterial(secondMaterial, secondSmallWallMaterial, secondTinyWallMaterial, secondThreshMaterial); //The first set of materials it will change to //Enemy range manipulation and such //endEnemyRadius = GameObject.Find("End Guardian2/ProximityDetector"); enemyDetectors = GameObject.FindGameObjectsWithTag("EnemyDetectors"); }
// Use this for initialization void Start() { pillarEvent = GameObject.Find("ActivatePillarEvent").GetComponent<PillarRoomEvent>(); }
// Use this for initialization void Start() { hrvReceiverScript = GameObject.FindWithTag("MeasureObject").GetComponent<OSCReceiver>(); respawnLocation = GameObject.FindWithTag("Player").GetComponent<RespawnScript>(); pillarRoom = GameObject.FindWithTag("PillarEvent").GetComponent<PillarRoomEvent>(); //Torch changing related variables torches = GameObject.FindGameObjectsWithTag("Torch"); baseTorch = new Vector4(0.97f, 0.73f, 0.21f, 1); dreadTorch = new Vector4(0.49f, 0.02f, 0.11f, 1); flameBGM = GameObject.Find("MazeChanges/FlameChangeBGM").GetComponent<AudioSource>(); //Wall changing related variables crossFadeScript = GetComponent<CrossFade>(); wallOffset = new Vector2 (0f,0f); wallTiling = new Vector2 (3f,1.5f); threshWallTiling = new Vector2 (-0.19f, 1.5f); //Brick1 threshWallOffset = new Vector2 (0.6f,0f); smallWallTiling = new Vector2 (2f, 1.5f); //Brick3 smallWallOffset = new Vector2 (0f,0f); tinyWallTiling = new Vector2 (1.2f, 1.5f); //Brick4 tinyWallOffset = new Vector2 (0f,0f); mainWallChange = firstWallChange; crossFadeScript.setNewMaterial(secondMaterial, secondSmallWallMaterial, secondTinyWallMaterial, secondThreshMaterial); //The first set of materials it will change to //Enemy range manipulation and such //endEnemyRadius = GameObject.Find("End Guardian2/ProximityDetector"); enemyDetectors = GameObject.FindGameObjectsWithTag("EnemyDetectors"); }
// Use this for initialization void Start() { pillarEvent = GameObject.Find("ActivatePillarEvent").GetComponent <PillarRoomEvent>(); }