// Update is called once per frame void Update() { VortexEffect c = (VortexEffect)gameObject.GetComponent("VortexEffect"); //c.angle=gameObject.transform.position.x*20; c.angle = Time.time * 50; c.radius = new Vector2(gameObject.transform.position.x * 0.0108f, gameObject.transform.position.x * 0.0192f); }
void Awake() { Services.DrugCameraEffects = this; sun = this.GetComponent<SunShafts>(); noiseEffect = this.GetComponent<NoiseEffect>(); vortexEffect = this.GetComponent<VortexEffect>(); blur = this.GetComponent<Blur>(); trailRenderer = GameObject.Find("John").GetComponent<TrailRenderer>(); Services.GameState.PlayerState.WeedChangedEvent += HandleWeedChangedEvent; }
// 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; }