Example #1
0
    void Start()
    {
        bloomScript    = GetComponent <BloomAndLensFlares>();
        vignetteScript = GetComponent <Vignetting>();
        noiseScript    = GetComponent <NoiseEffect>();

        if (bloomScript)
        {
            hasBloom = true;
        }
        else
        {
            hasBloom = false;
        }

        if (vignetteScript)
        {
            hasVignetting = true;
        }
        else
        {
            hasVignetting = false;
        }

        if (noiseScript)
        {
            hasNoise = true;
        }
        else
        {
            hasNoise = false;
        }
    }
Example #2
0
 private void Awake()
 {
     vignetting            = Camera.main.GetComponent <Vignetting>();
     vignetting.blur       = 50;
     vignetting.blurSpread = 50;
     started = false;
 }
Example #3
0
    void Awake()
    {
        originalLayerMask = camera.cullingMask;
        originalFov = camera.fieldOfView;
        originalZ = transform.localPosition.z;

        vignetting = GetComponent<Vignetting>();
    }
Example #4
0
    // Use this for initialization
    void Start()
    {
        m_vignette = GetComponent <Vignetting>();

        m_defaultChroma = m_vignette.chromaticAberration;

        Glitch();
    }
Example #5
0
    void Awake()
    {
        originalLayerMask = camera.cullingMask;
        originalFov       = camera.fieldOfView;
        originalZ         = transform.localPosition.z;

        vignetting = GetComponent <Vignetting>();
    }
Example #6
0
    protected override void Awake()
    {
        base.Awake();

        vignetting            = GameObject.Find("_camera-back").GetComponent <Vignetting>();
        vignetting.blur       = 50;
        vignetting.blurSpread = 50;
        contrast = GameObject.Find("_camera-back").GetComponent <ContrastEnhance>();
    }
Example #7
0
    protected override void Awake()
    {
        base.Awake();

        vignetting = GameObject.Find("_camera-back").GetComponent<Vignetting>();
        vignetting.blur = 50;
        vignetting.blurSpread = 50;
        contrast = GameObject.Find("_camera-back").GetComponent<ContrastEnhance>();
    }
Example #8
0
    protected override void Awake()
    {
        base.Awake();

        vignetting   = Camera.main.GetComponent <Vignetting>();
        cameraGlitch = Camera.main.GetComponent <CameraGlitch>();

        drone = FindObjectOfType <DroneController>();
    }
    void Start()
    {
        vignetting = Camera.main.GetComponent<Vignetting>();

        if( vignetting )
        {
            vignetting.enabled = true;
            StartCoroutine( "DoVignettingFade" );
        }
    }
Example #10
0
 void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.tag == "HurtsPlayer") {
       noise = Camera.main.GetComponent<NoiseAndGrain>() as NoiseAndGrain;
       vignetting = Camera.main.GetComponent<Vignetting>() as Vignetting;
       lowPass = Camera.main.GetComponent<AudioLowPassFilter>() as AudioLowPassFilter;
       motionBlur = Camera.main.GetComponent<MotionBlur>() as MotionBlur;
       timer = effectDuration;
     }
 }
Example #11
0
    void Start()
    {
        vignetting = Camera.main.GetComponent<Vignetting>();

        if( vignetting )
        {
            vignetting.enabled = true;
            StartCoroutine( "DoChromaticAberrationFade" );
        }
    }
Example #12
0
    IEnumerator SlideOut(float duration, Action onCompleted)
    {
        float startTime = Time.time;

        Point leftStart      = _leftSlideFrame.Position;
        Point rightStart     = _rightSlideFrame.Position;
        Point centerStart    = _centerSlideFrame.Position;
        Point topStart       = _topSlideFrame.Position;
        Point bottomStart    = _bottomSlideFrame.Position;
        Point separatorStart = _separatorSlideFrame.Position;

        Point leftEnd      = new Point(-_leftSlideFrame.Size.x, leftStart.y);
        Point rightEnd     = new Point(_rightSlideFrame.Size.x, rightStart.y);
        Point separatorEnd = new Point(_separatorSlideFrame.Size.x, separatorStart.y);
        Point centerEnd    = new Point(centerStart.x, _centerSlideFrame.Size.y);
        Point topEnd       = new Point(topStart.x, -_topSlideFrame.Size.y);
        Point bottomEnd    = new Point(bottomStart.x, _bottomSlideFrame.Size.y);

        Vignetting vignetting = ControlServices.Instance.ControlledCamera.Camera.GetComponents <Vignetting>()[1];
        BlurEffect blur       = ControlServices.Instance.ControlledCamera.Camera.GetComponent <BlurEffect>();

        blur.enabled = false;
        while (Time.time - startTime < duration)
        {
            float t = (Time.time - startTime) / duration;

            _leftSlideFrame.Position      = MathExt.SmoothStepPoint(leftStart, leftEnd, t);
            _rightSlideFrame.Position     = MathExt.SmoothStepPoint(rightStart, rightEnd, t);
            _centerSlideFrame.Position    = MathExt.SmoothStepPoint(centerStart, centerEnd, t);
            _topSlideFrame.Position       = MathExt.SmoothStepPoint(topStart, topEnd, t);
            _bottomSlideFrame.Position    = MathExt.SmoothStepPoint(bottomStart, bottomEnd, t);
            _separatorSlideFrame.Position = MathExt.SmoothStepPoint(separatorStart, separatorEnd, t);
            vignetting.intensity          = Mathf.Lerp(2.3f, 0, t);
            vignetting.blur = Mathf.Lerp(2f, 0, t);
            vignetting.chromaticAberration = Mathf.Lerp(25f, 0, t);
            vignetting.blurSpread          = Mathf.Lerp(3f, 0, t);
            yield return(null);
        }


        _leftSlideFrame.Position      = leftEnd;
        _rightSlideFrame.Position     = rightEnd;
        _centerSlideFrame.Position    = centerEnd;
        _topSlideFrame.Position       = topEnd;
        _bottomSlideFrame.Position    = bottomEnd;
        _separatorSlideFrame.Position = separatorEnd;
        vignetting.intensity          = 0f;
        vignetting.blur = 0f;
        vignetting.chromaticAberration = 0f;
        vignetting.blurSpread          = 0f;

        this.Visible = false;

        onCompleted();
    }
Example #13
0
 public static void InitMemberByInstance(Vignetting vignet)
 {
     mode                = vignet.mode;
     intensity           = vignet.intensity;
     blur                = vignet.blur;
     blurSpread          = vignet.blurSpread;
     luminanceDependency = vignet.luminanceDependency;
     chromaticAberration = vignet.chromaticAberration;
     axialAberration     = vignet.axialAberration;
     blurDistance        = vignet.blurDistance;
 }
Example #14
0
    void Awake()
    {
        leftCamera = transform.Find("TrackingSpace/LeftEyeAnchor").camera;
        rightCamera = transform.Find("TrackingSpace/RightEyeAnchor").camera;

        leftVignette = leftCamera.GetComponent<Vignetting>();
        rightVignette = rightCamera.GetComponent<Vignetting>();

        originalLayerMask = leftCamera.cullingMask;
        originalFov = leftCamera.fieldOfView;
        originalZ = transform.localPosition.z;
    }
Example #15
0
    void Awake()
    {
        leftCamera  = transform.Find("TrackingSpace/LeftEyeAnchor").camera;
        rightCamera = transform.Find("TrackingSpace/RightEyeAnchor").camera;

        leftVignette  = leftCamera.GetComponent <Vignetting>();
        rightVignette = rightCamera.GetComponent <Vignetting>();

        originalLayerMask = leftCamera.cullingMask;
        originalFov       = leftCamera.fieldOfView;
        originalZ         = transform.localPosition.z;
    }
 private void Start()
 {
     m_client         = (LidClient)UnityEngine.Object.FindObjectOfType(typeof(LidClient));
     m_vignetteEffect = GetComponent <Vignetting>();
     m_overlayEffect  = GetComponent <ScreenOverlay>();
     if (2 > QualitySettings.GetQualityLevel())
     {
         SSAOEffect component = GetComponent <SSAOEffect>();
         if (null != component)
         {
             UnityEngine.Object.Destroy(component);
         }
     }
 }
Example #17
0
        static VignettingDef()
        {
            if (vignettingEffect == null)
            {
                vignettingEffect = Util.GetComponentVar <Vignetting, VignettingDef>(vignettingEffect);
            }

            mode                = Vignetting.AberrationMode.Simple;
            intensity           = 0f;
            blur                = 0.82f;
            blurSpread          = 4.19f;
            luminanceDependency = 0.494f;
            chromaticAberration = -0.75f;
            axialAberration     = 1.18f;
            blurDistance        = 1.71f;
        }
Example #18
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(orthoPerspectiveCameraToggleKey))
        {
            if (perspectiveCamera != null)
            {
                perspectiveCamera.enabled  = !perspectiveCamera.enabled;
                orthographicCamera.enabled = !orthographicCamera.enabled;


                if (perspectiveCamera.enabled)
                {
                    if (touchTracker != null)
                    {
                        touchTracker.displayTouchPointsSwitch = true;                           // this is trying to fix the issue with the touch track in perspective space... it turns off the touch indicator.
                    }
                }

                if (orthographicCamera.enabled)
                {
                    if (touchTracker != null)
                    {
                        touchTracker.displayTouchPointsSwitch = true;
                    }
                }
            }
        }

        if (Input.GetKeyDown(dofToggleKey))
        {
            if (perspectiveCamera != null)
            {
                DepthOfFieldScatter dof = perspectiveCamera.gameObject.GetComponent <DepthOfFieldScatter>();
                dof.enabled = !dof.enabled;
            }
        }



        if (Input.GetKeyDown(blurToggleKey))
        {
            if (orthographicCamera.enabled)
            {
                Blur blo = orthographicCamera.gameObject.GetComponent <Blur>();
                blo.enabled = !blo.enabled;
            }

            if (perspectiveCamera != null)
            {
                if (perspectiveCamera.enabled)
                {
                    Blur blp = perspectiveCamera.gameObject.GetComponent <Blur>();
                    blp.enabled = !blp.enabled;
                }
            }
        }

        if (Input.GetKeyDown(antialiasingToggleKey))
        {
            if (orthographicCamera.enabled)
            {
                AntialiasingAsPostEffect aao = orthographicCamera.gameObject.GetComponent <AntialiasingAsPostEffect>();
                aao.enabled = !aao.enabled;
            }

            if (perspectiveCamera != null)
            {
                if (perspectiveCamera.enabled)
                {
                    AntialiasingAsPostEffect aap = perspectiveCamera.gameObject.GetComponent <AntialiasingAsPostEffect>();
                    aap.enabled = !aap.enabled;
                }
            }
        }

        if (Input.GetKeyDown(vignetteToggleKey))
        {
            if (orthographicCamera.enabled)
            {
                Vignetting vigo = orthographicCamera.gameObject.GetComponent <Vignetting>();
                vigo.enabled = !vigo.enabled;
            }
            if (perspectiveCamera != null)
            {
                if (perspectiveCamera.enabled)
                {
                    Vignetting vigp = perspectiveCamera.gameObject.GetComponent <Vignetting>();
                    vigp.enabled = !vigp.enabled;
                }
            }
        }
    }
Example #19
0
 // Use this for initialization
 void Start()
 {
     scriptAberrationChromatique = Camera.GetComponent <Vignetting>();
 }
    void OnGUI()
    {
        //get the main style and apply it
        GUI.skin = GeneralManager.getStyle();

        //move title position up and down
        float pos = Mathf.Sin(Time.time / 2) * 15;

        //GUI.Label(new Rect(Screen.width/2 - 100, Screen.height/2 - 100 + height, 200, 50), "Ascension");

        //draw the title with the up and down motion
        GUI.DrawTexture(new Rect(Screen.width / 2 - 150, Screen.height / 2 - 200 + pos, 300, 300), (Texture2D)Resources.Load("GUITextures/Title"));

        //draw the start button on teh screen that will start the game
        if (
            GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 25 + 100, 200, 50), "Start")
            )
        {
            StateToLoad.LoadLevel("newtestmap_orig", StateType.NEW_LOCAL);

            Application.LoadLevel("LoadMap");
        }
        //draw button to start tutorial level
        if (
            GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 25 + 155, 200, 50), "How To Play")
            )
        {
            Application.LoadLevel("Tutorial");
        }

        //draw button to quit the game
        if (
            GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 25 + 210, 200, 50), "Quit Game")
            )
        {
            Application.Quit();
        }

        if (
            SaveLocalGame.GetGameIDs().Count > 0 && GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 25 + 260, 200, 50), "Load Game")
            )
        {
            StateToLoad.LoadLevel(SaveLocalGame.GetGameIDs()[0], StateType.LOADED_LOCAL);

            Application.LoadLevel("LoadMap");
        }



        //pulse the vignetting effect on the screen
        Vignetting v = (Vignetting)Camera.main.GetComponent("Vignetting");

        if (v)
        {
            v.intensity = (0.5f * Mathf.Sin(Time.time / 2) + 0.5f) * 2 + .5f;
        }

        //center the label text for name at the bottom
        var centeredStyle = GUI.skin.GetStyle("Label");

        centeredStyle.alignment = TextAnchor.UpperCenter;
        centeredStyle.fontSize  = 100;

        GUI.color = new Color(1, 1, 1, .25f);

        GUI.Label(new Rect(Screen.width / 2 - 150, Screen.height - 25 - 40, 300, 50), "Created by Garrett Johnson \n\n Music by Mr.Spastic (Absolution Instrumental)", centeredStyle);
    }
Example #21
0
    void Start()
    {
        waterSound = GameObject.Find("WaterSound").GetComponent<AudioSource>();
        waterSound.enabled = false;
        vig = Camera.main.GetComponent<Vignetting>();
        spirit = Transform.FindObjectOfType<SpiritMovement>().gameObject.transform;

        anim = GetComponentInChildren<Animator>();
        charGfx = anim.gameObject.transform;
        pMotor = GetComponent<CharacterMotor>();
        pMove = GetComponent<PlayerMovement>();
        startFallspeed = pMotor.movement.maxFallSpeed;
        pSwitch = GetComponent<PlayerSwitch>();
        actionHandler =  GetComponent<ActionHandler>();
        if(actionHandler)
        {
            actionHandler.TakeAction += Floater;
        }
        sceneFade = Camera.main.GetComponent<SceneFade>();
        leftCol.GetComponent<Collider>().enabled=false;
    }
    void Refresh()
    {
        parser.Clear();
        if (parser.DoesExist(IniFiles.CONFIG))
        {
            parser.Load(IniFiles.CONFIG);
        }
        else
        {
            gs.Create();
            parser.Load(IniFiles.CONFIG);
        }

        DepthOfField34          dof      = gameObject.GetComponent <DepthOfField34>();
        Bloom                   blf      = gameObject.GetComponent <Bloom>();
        AmbientObscurance       ssao     = gameObject.GetComponent <AmbientObscurance>();
        SunShafts               sunshaft = gameObject.GetComponent <SunShafts>();
        NoiseAndGrain           nag      = gameObject.GetComponent <NoiseAndGrain>();
        EdgeDetectEffectNormals edn      = gameObject.GetComponent <EdgeDetectEffectNormals>();
        Vignetting              vig      = gameObject.GetComponent <Vignetting>();

        if (bool.Parse(parser.Get("fx_enable")))
        {
            if (bool.Parse(parser.Get("fx_dof")))
            {
                dof.enabled    = true;
                dof.resolution = DofResolution.High;
                dof.quality    = bool.Parse(parser.Get("fx_dof_foreground")) ? Dof34QualitySetting.BackgroundAndForeground : Dof34QualitySetting.OnlyBackground;
                dof.bokeh      = bool.Parse(parser.Get("fx_dof_bokeh")) ? true : false;

                dof.focalPoint = float.Parse(parser.Get("fx_dof_focaldistance"));
                dof.smoothness = float.Parse(parser.Get("fx_dof_smoothness"));
                dof.focalSize  = float.Parse(parser.Get("fx_dof_focalSize"));

                dof.visualize = bool.Parse(parser.Get("fx_dof_visualizeFocus"));

                switch (parser.Get("fx_dof_blurriness"))
                {
                case "0":
                    dof.bluriness = DofBlurriness.Low;
                    break;

                case "1":
                    dof.bluriness = DofBlurriness.High;
                    break;

                case "2":
                    dof.bluriness = DofBlurriness.VeryHigh;
                    break;

                default:
                    dof.bluriness = DofBlurriness.High;
                    break;
                }

                dof.maxBlurSpread         = float.Parse(parser.Get("fx_dof_blurSpread"));
                dof.foregroundBlurExtrude = float.Parse(parser.Get("fx_dof_foregroundSize"));

                switch (parser.Get("fx_dof_bokeh_destination"))
                {
                case "0":
                    dof.bokehDestination = BokehDestination.Background;
                    break;

                case "1":
                    dof.bokehDestination = BokehDestination.BackgroundAndForeground;
                    break;

                case "2":
                    dof.bokehDestination = BokehDestination.Foreground;
                    break;

                default:
                    dof.bokehDestination = BokehDestination.Background;
                    break;
                }

                dof.bokehIntensity           = float.Parse(parser.Get("fx_dof_bokeh_intensity"));
                dof.bokehThreshholdLuminance = float.Parse(parser.Get("fx_dof_bokeh_minLuminance"));
                dof.bokehThreshholdContrast  = float.Parse(parser.Get("fx_dof_bokeh_minContrast"));
                dof.bokehDownsample          = int.Parse(parser.Get("fx_dof_bokeh_DownSample"));
                dof.bokehScale = float.Parse(parser.Get("fx_dof_bokeh_sizeScale"));
            }
            else
            {
                dof.enabled = false;
            }

            // SSAO

            if (bool.Parse(parser.Get("fx_SSAO")))
            {
                ssao.enabled            = true;
                ssao.intensity          = float.Parse(parser.Get("fx_SSAO_intensity"));
                ssao.radius             = float.Parse(parser.Get("fx_SSAO_radius"));
                ssao.blurIterations     = int.Parse(parser.Get("fx_SSAO_blurIterations"));
                ssao.blurFilterDistance = float.Parse(parser.Get("fx_SSAO_blurFilterDistance"));
                ssao.downsample         = int.Parse(parser.Get("fx_SSAO_downsample"));
            }
            else
            {
                ssao.enabled = false;
            }

            // NOISE GRAIN

            nag.enabled             = bool.Parse(parser.Get("fx_noisegrain")) ? true : false;
            nag.intensityMultiplier = float.Parse(parser.Get("fx_noisegrain_intensity"));

            // BLOOM

            if (bool.Parse(parser.Get("fx_bloom")))
            {
                blf.enabled = true;

                switch (parser.Get("fx_bloom_quality"))
                {
                case "0":
                    blf.quality = Bloom.BloomQuality.Cheap;
                    break;

                case "1":
                    blf.quality = Bloom.BloomQuality.High;
                    break;

                default:
                    blf.quality = Bloom.BloomQuality.High;
                    break;
                }

                switch (parser.Get("fx_bloom_mode"))
                {
                case "0":
                    blf.tweakMode = Bloom.TweakMode.Basic;
                    break;

                case "1":
                    blf.tweakMode = Bloom.TweakMode.Complex;
                    break;

                default:
                    blf.tweakMode = Bloom.TweakMode.Complex;
                    break;
                }

                switch (parser.Get("fx_bloom_blendMode"))
                {
                case "0":
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Screen;
                    break;

                case "1":
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add;
                    break;

                default:
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add;
                    break;
                }

                blf.hdr                 = bool.Parse(parser.Get("fx_bloom_hdr")) ? Bloom.HDRBloomMode.On : Bloom.HDRBloomMode.Off;
                blf.bloomIntensity      = float.Parse(parser.Get("fx_bloom_intensity"));
                blf.bloomThreshhold     = float.Parse(parser.Get("fx_bloom_threshhold"));
                blf.bloomBlurIterations = int.Parse(parser.Get("fx_bloom_blurIterations"));
                blf.blurWidth           = float.Parse(parser.Get("fx_bloom_sampleDistance"));

                switch (parser.Get("fx_bloom_lensFlareMode"))
                {
                case "0":
                    blf.lensflareMode = Bloom.LensFlareStyle.Ghosting;
                    break;

                case "1":
                    blf.lensflareMode = Bloom.LensFlareStyle.Anamorphic;
                    break;

                case "2":
                    blf.lensflareMode = Bloom.LensFlareStyle.Combined;
                    break;

                default:
                    blf.lensflareMode = Bloom.LensFlareStyle.Ghosting;
                    break;
                }

                blf.lensflareIntensity  = float.Parse(parser.Get("fx_bloom_LFlocalIntensity"));
                blf.lensflareThreshhold = float.Parse(parser.Get("fx_bloom_LFthreshhold"));
            }
            else
            {
                blf.enabled = false;
            }

            // Sunshafts

            if (bool.Parse(parser.Get("fx_sunshaft")))
            {
                sunshaft.enabled         = true;
                sunshaft.useDepthTexture = bool.Parse(parser.Get("fx_sunshaft_zBuffer"));

                switch (parser.Get("fx_sunshaft_resolution"))
                {
                case "0":
                    sunshaft.resolution = SunShaftsResolution.Low;
                    break;

                case "1":
                    sunshaft.resolution = SunShaftsResolution.Normal;
                    break;

                case "2":
                    sunshaft.resolution = SunShaftsResolution.High;
                    break;

                default:
                    sunshaft.resolution = SunShaftsResolution.Normal;
                    break;
                }

                switch (parser.Get("fx_sunshaft_blendMode"))
                {
                case "0":
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Add;
                    break;

                case "1":
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen;
                    break;

                default:
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen;
                    break;
                }

                sunshaft.maxRadius            = float.Parse(parser.Get("fx_sunshaft_distFalloff"));
                sunshaft.sunShaftBlurRadius   = float.Parse(parser.Get("fx_sunshaft_blurSize"));
                sunshaft.radialBlurIterations = int.Parse(parser.Get("fx_sunshaft_blurIterations"));
                sunshaft.sunShaftIntensity    = float.Parse(parser.Get("fx_sunshaft_intensity"));
                sunshaft.useSkyBoxAlpha       = float.Parse(parser.Get("fx_sunshaft_alphaMask"));
            }
            else
            {
                sunshaft.enabled = false;
            }

            // Edge detect

            edn.enabled = bool.Parse(parser.Get("fx_edgeDetect")) ? true : false;

            // Vignetting

            if (bool.Parse(parser.Get("fx_vignetting")))
            {
                vig.enabled             = true;
                vig.intensity           = float.Parse(parser.Get("fx_vignetting_intensity"));
                vig.blurSpread          = float.Parse(parser.Get("fx_vignetting_blurredCornors"));
                vig.chromaticAberration = float.Parse(parser.Get("fx_vignetting_aberration"));
            }
            else
            {
                vig.enabled = false;
            }
        }
        else
        {
            dof.enabled      = false;
            ssao.enabled     = false;
            nag.enabled      = false;
            blf.enabled      = false;
            sunshaft.enabled = false;
            edn.enabled      = false;
            vig.enabled      = false;
        }
    }
 void Awake()
 {
     vig = GetComponent<Vignetting>();
     motorParent = transform.parent.gameObject;
     motor = transform.parent.GetComponent<CharacterMotor>();
 }
 void Start()
 {
     ca = GetComponent<Vignetting>();
 }
Example #25
0
    // Use this for initialization
    void Start()
    {
        audio = GetComponent<AudioSource>();
        audio.volume = 0;
        audio.enabled = false;

        enabled = false;
        increasing = false;
        decreasing = false;
        countingDown = false;

        NPCsLookingAtPlayer = "null_npc";
        PlayerLookingNPCTarget = "null_player";

        currentBlur = GetComponent<Blur>();
        currentVign = GetComponent<Vignetting>();
        currentTwirl = GetComponent<TwirlEffect>();
        currentVortex = GetComponent<VortexEffect>();

        vignDefaultIntensity = currentVign.intensity;

        currentBlur.enabled = false;
        currentVign.enabled = false;
        currentTwirl.enabled = false;
        currentVortex.enabled = false;
    }
Example #26
0
 void Start()
 {
     ca = GetComponent <Vignetting>();
 }
 void Awake()
 {
     vignetting = GetComponent<Vignetting>();
     Singletons.timeManager.OnTimeWarpChangedEvent += OnTimeWarpChanged;
 }