// Use this for initialization
 void Start()
 {
     Sim.enabled            = false;
     DnD_Incomplete.enabled = false;
     pauseMenu = GameObject.Find("PauseMenu").GetComponent <PauseMenu>();
     kv        = GameObject.Find("KillVolume").GetComponent <Killvolume>();
     rs        = GameObject.Find("LevelLoader").GetComponent <reloadSpaceship>();
 }
Example #2
0
 // Use this for initialization
 void Start()
 {
     pauseMenu = GameObject.Find("PauseMenu").GetComponent <PauseMenu>();
     kv        = GameObject.Find("KillVolume").GetComponent <Killvolume>();
     rs        = GameObject.Find("LevelLoader").GetComponent <reloadSpaceship>();
 }
Example #3
0
    // Use this for initialization
    void Start()
    {
        rs = GameObject.Find("LevelLoader").GetComponent <reloadSpaceship>();

        //Gets the color of the Laser Beam
        Laser_Beam_Color = Laser_Beam.color;
        BeamR            = Laser_Beam_Color.r;
        BeamG            = Laser_Beam_Color.g;
        BeamB            = Laser_Beam_Color.b;

        //Gets the script of the main photon destroyer
        Photon_Destroyer_Script = Photon_Destroyer.GetComponent <Destoyer_Of_Photons>();

        //Sets the point light's intensity to 0;
        Point_Light_1.intensity = 0;
        Point_Light_2.intensity = 0;

        //Sets the current number of photons for both below paramters
        Current_Number_Of_Photons_For_Start = 0;
        Current_Number_Of_Photons_For_Real  = 0;
        //Sets the max value of the Photons emitted
        Photons = new GameObject[Max_Num_Of_Photons];

        //Gets the RGB values of the Mirror so as not to change them when changing the transparency
        Color MirrorColor = Mirror_Material.color;

        ProperR = MirrorColor.r;
        ProperG = MirrorColor.g;
        ProperB = MirrorColor.b;

        //Gets the value of each slider and sets the proper exitation delay variable to said value
        delay_e2toe1        = E2_Lifetime.value;
        delay_e1toe0        = E1_LifeTime.value;
        Mirror_Reflectivity = Mirror_Reflectivity_Slider.value;
        delayExite          = Current.value;

        //Initializing the three linked lists;
        E0List      = new LinkedList <int>();
        E1List      = new LinkedList <int>();
        E2List      = new LinkedList <int>();
        Photon_List = new LinkedList <int>();

        electrons_e0 = new GameObject[NumParticle];
        electrons_e1 = new GameObject[NumParticle];
        electrons_e2 = new GameObject[NumParticle];
        //laser_electron = new GameObject[NumParticle];

        for (int i = 0; i < NumParticle; i++)
        {
            this.electrons_e0 [i] = GameObject.Instantiate(electronGO, origin_e0.position + new Vector3(i * View_Offset, 0, i) * offset, origin_e0.rotation);
            this.electrons_e1 [i] = GameObject.Instantiate(electronGO, origin_e1.position + new Vector3(i * View_Offset, 0, i) * offset, origin_e1.rotation);
            this.electrons_e2 [i] = GameObject.Instantiate(electronGO, origin_e2.position + new Vector3(i * View_Offset, 0, i) * offset, origin_e2.rotation);

            //this.laser_electron[i] = GameObject.Instantiate (electronGO, new Vector3(origin_e0.position.x + 0.05f, origin_e0.position.y, origin_e0.position.z) + new Vector3 (i*View_Offset, -1, i) * offset, origin_e2.rotation);


            this.electrons_e0 [i].transform.parent = this.E0_group.transform;
            this.electrons_e1 [i].transform.parent = this.E1_group.transform;
            this.electrons_e2 [i].transform.parent = this.E2_group.transform;
            //this.laser_electron[i].transform.parent = this.E_laserGroup.transform;

            int temp = Random.Range(0, NumParticle);
            while (E0List.Contains(temp))
            {
                temp = Random.Range(0, NumParticle);
            }
            E0List.AddLast(temp);
        }

        rend_e0 = new Renderer[NumParticle];
        rend_e1 = new Renderer[NumParticle];
        rend_e2 = new Renderer[NumParticle];

        //laserElectronRend = new Renderer[NumParticle];

        electronRend = new Renderer[NumParticle];

        for (int i = 0; i < NumParticle; i++)
        {
            rend_e0[i] = electrons_e0[i].GetComponent <Renderer>();
            rend_e1[i] = electrons_e1[i].GetComponent <Renderer>();
            rend_e2[i] = electrons_e2[i].GetComponent <Renderer>();

            //laserElectronRend[i] = laser_electron[i].GetComponent<Renderer>();

            electronRend[i] = electrons[i].GetComponent <Renderer>();
        }


        for (int i = 0; i < NumParticle; i++)
        {
            counterList.Add(i);
        }



        StartCoroutine(ExcitationGate());
//		StartCoroutine (E1Gate ());
//		StartCoroutine (E0Gate ());
    }