// Create the runtime version of the clip, by creating a copy of the template public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { ScriptPlayable <PostProcessingSwitcher> playable = ScriptPlayable <PostProcessingSwitcher> .Create(graph); PostProcessingSwitcher switcher = playable.GetBehaviour(); switcher.postProcessVolume = postProcessVolume.Resolve(graph.GetResolver()); return(playable); }
//public CameraBehaviour cameraShaking; // Use this for initialization void Start() { godMode = false; play = true; gamePaused = false; actualLife = shield; life.value = actualLife; lifePoints = (int)actualLife; rotationTargetZ = 0.0f; rotationTargetX = 0.0f; firingCounter = 0.0f; rtimeZ = 0.0f; rtimeX = 0.0f; initialRot = transform.rotation.eulerAngles; startRotatingRoll = false; startRotatingPitch = false; restorePitch = false; is_firing = false; is_vertical = true; tm = GetComponent <TimeManager>(); ams = GameObject.Find("AudioManager").GetComponent <AudioManagerScript>(); pps = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <PostProcessingSwitcher>(); ghostList = new List <GameObject>(); camMovementEnemies = false; playerHit = false; AudioSource[] audioSources = GetComponents <AudioSource>(); //slomo = audioSources[0]; timebomb = audioSources[1]; gunshot = audioSources[2]; //timewarp = audioSources[3]; liveValue.text = "X3"; isDeathDoor = false; onTutorial = false; ScoreScript.score = 0; fireblocked = true; //parentAxis = gameObject; }