/// <summary> /// Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. /// </summary> protected virtual void Start() { if (this._inDesigner) { return; } // Grab a reference to the modifier and aircraft controls as we will need them every frame this._modifier = (SmokeTrails)this.PartModifier; this._controls = ServiceProvider.Instance.PlayerAircraft.Controls; // Determine the color of the smoke which is driven by the paint color for the part this._color = this.LookupColor(); // Find our primary light source so we can adjust the particle color with the time of day this._light = FindDirectionalLight(); if (this._light == null) { Debug.LogError("Could not find the light source for the level."); } // Grab a reference to the particle system that will be emitting the smoke this._particleSystem = this.GetComponentInChildren <ParticleSystem>(true); if (this._particleSystem == null) { Debug.LogError("Particle system not found for smoke trail emitter."); return; } // Initialize our particle system and fire it up. this.InitializeParticleSystem(); this._particleSystem.Play(); }
private void Start() { if (inDesigner) { return; } modifier = (GPWSCore)PartModifier; controls = sp.PlayerAircraft.Controls; audioSource = Camera.main.gameObject.AddComponent <AudioSource>(); alt = GroundAltitude(); angle = BankAngle(); }