private void Awake() { analogGlitch = this.gameObject.GetComponent <AnalogGlitch>(); digitalGlitch = this.gameObject.GetComponent <DigitalGlitch>(); blackOut = false; peek = false; }
void Start() { _camera = GetComponent <Camera> (); analogGlitch = GetComponent <AnalogGlitch> (); _wanted_distance = distance; _input_rotation = _originRotation; }
void Awake() { if (global == null) { global = this; fadeHandler = transform.Find("Fade").GetComponent <ScreenFade>(); mapHandler = transform.Find("Map").GetComponent <MapHandler>(); pauseHandler = transform.Find("Pause").gameObject; settingsHandler = transform.Find("Settings").GetComponent <SettingsHandler>(); copyright = transform.Find("Text").GetComponent <TextMeshProUGUI>(); joystick = transform.Find("GameButtons").Find("Left Joystick").GetComponent <LeftJoystick>(); bgmHandler = GetComponent <BgmHandler>(); #if UNITY_ANDROID Debug.Log("Android"); #else joystick.gameObject.SetActive(false); transform.Find("GameButtons").Find("Jump").gameObject.SetActive(false); #endif if (!isIntro) { digitalGlitch = GameObject.FindWithTag("MainCamera").GetComponent <DigitalGlitch>(); analogGlitch = GameObject.FindWithTag("MainCamera").GetComponent <AnalogGlitch>(); postProcessing = GameObject.FindWithTag("Post Processing").GetComponent <PostProcessVolume>(); postProcessLayer = GameObject.FindWithTag("MainCamera").GetComponent <PostProcessLayer>(); } if (SceneManager.GetActiveScene().name != "title") { StartCoroutine(fadeHandler.Fade(true, 0.5f)); if (busy) { StartCoroutine(FadeAndUnbusy()); } } } }
// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); analogGlitch = Camera.main.GetComponent <AnalogGlitch>(); startButton.Select(); player = ReInput.players.GetPlayer(0); }
void Awake() { if (instance == null) { instance = this; } fpsController = gameObject.GetComponentInParent <FirstPersonController>(); characterController = gameObject.GetComponentInParent <CharacterController>(); analogGlitch = gameObject.GetComponent <AnalogGlitch>(); digitalGlitch = gameObject.GetComponent <DigitalGlitch>(); tiltShift = gameObject.GetComponent <TiltShift>(); noiseAndGrain = gameObject.GetComponent <NoiseAndGrain>(); bloomAndFlares = gameObject.GetComponent <BloomAndFlares>(); ramp = gameObject.GetComponents <Ramp>()[1]; puffOfSmokeDetonator = puffOfSmoke.GetComponent <Detonator>(); cameraShake = gameObject.GetComponent <CameraShake>(); hudPowerText = hudPowerTextGroup.GetComponent <ShakyText>(); //Initialization digitalGlitch.intensity = .2f; analogGlitch.scanLineJitter = .414f; analogGlitch.verticalJump = .02f; analogGlitch.horizontalShake = .011f; analogGlitch.colorDrift = .11f; powerPercent = powerStartPercent; }
private IEnumerator GlitchSwitch() { AnalogGlitch ag = GetComponent <AnalogGlitch>(); float cpt = 0; while (cpt < time / 2) { ag.scanLineJitter = Mathf.InverseLerp(baseScanLineJitter, time / 2, cpt); ag.verticalJump = Mathf.InverseLerp(baseVerticalJump, time / 2, cpt); ag.horizontalShake = Mathf.InverseLerp(baseHorizontalShake, time / 2, cpt); ag.colorDrift = Mathf.InverseLerp(baseDolorDrift, time / 2, cpt); cpt += Time.deltaTime; yield return(new WaitForFixedUpdate()); } cpt = 0; while (cpt < time / 2) { ag.scanLineJitter = Mathf.InverseLerp(time / 2, baseScanLineJitter, cpt); ag.verticalJump = Mathf.InverseLerp(time / 2, baseVerticalJump, cpt); ag.horizontalShake = Mathf.InverseLerp(time / 2, baseHorizontalShake, cpt); ag.colorDrift = Mathf.InverseLerp(time / 2, baseDolorDrift, cpt); cpt += Time.deltaTime; yield return(new WaitForFixedUpdate()); } ag.scanLineJitter = baseScanLineJitter; ag.verticalJump = baseVerticalJump; ag.horizontalShake = baseHorizontalShake; ag.colorDrift = baseDolorDrift; }
void Awake() { go = gameObject; selfInstance = this; analogGlitch = GetComponent <AnalogGlitch>(); digitalGlitch = GetComponent <DigitalGlitch>(); }
// Start is called before the first frame update void Start() { //RotateTo = this.transform.rotation; Debug.Log(this.name); GameObject Cache = Camera.main.gameObject; analogGlitch = Cache.GetComponent <AnalogGlitch>(); }
// Use this for initialization public CameraEffect() { digitalGlitch = Camera.main.GetComponent <DigitalGlitch>(); analogGlitch = Camera.main.GetComponent <AnalogGlitch>(); s = DOTween.Sequence(); StartCameraEffect(); }
public IEnumerator Animate(AnalogGlitch analogGlitch) { float startScanLineJitter = analogGlitch.scanLineJitter; float startVerticalJump = analogGlitch.verticalJump; float startHorizontalShake = analogGlitch.horizontalShake; float startColorDrift = analogGlitch.colorDrift; float t = 0; GameObject go = new GameObject(); if (audioAnimation) { AudioManager.instance.PlayAudioAnimation(audioClip, audioAnimationCurve, animationTime, audioStartingVolume, audioFinishVolume, audioStartingPitch, audioFinishPitch, true, go.transform); } while (t <= animationTime) { float delta = animationCurve.Evaluate(Mathf.InverseLerp(0, animationTime, t)); analogGlitch.scanLineJitter = Mathf.Lerp(startScanLineJitter, scanLineJitter, delta); analogGlitch.verticalJump = Mathf.Lerp(startVerticalJump, verticalJump, delta); analogGlitch.horizontalShake = Mathf.Lerp(startHorizontalShake, horizontalShake, delta); analogGlitch.colorDrift = Mathf.Lerp(startColorDrift, colorDrift, delta); t += Time.deltaTime; yield return(null); } analogGlitch.scanLineJitter = scanLineJitter; analogGlitch.verticalJump = verticalJump; analogGlitch.horizontalShake = horizontalShake; analogGlitch.colorDrift = colorDrift; if (returnToPrevious) { if (audioAnimation) { Destroy(go.transform.GetChild(0).gameObject); AudioManager.instance.PlayAudioAnimation(audioClip, returnAudioAnimationCurve, returnAnimationTime, returnAudioStartingVolume, returnAudioFinishVolume, returnAudioStartingPitch, returnAudioFinishPitch, true, go.transform); } t = 0; while (t <= returnAnimationTime) { float delta = returnAnimationCurve.Evaluate(Mathf.InverseLerp(0, returnAnimationTime, t)); analogGlitch.scanLineJitter = Mathf.Lerp(scanLineJitter, returnScanLineJitter, delta); analogGlitch.verticalJump = Mathf.Lerp(verticalJump, returnVerticalJump, delta); analogGlitch.horizontalShake = Mathf.Lerp(horizontalShake, returnHorizontalShake, delta); analogGlitch.colorDrift = Mathf.Lerp(colorDrift, returnColorDrift, delta); t += Time.deltaTime; yield return(null); } analogGlitch.scanLineJitter = returnScanLineJitter; analogGlitch.verticalJump = returnVerticalJump; analogGlitch.horizontalShake = returnHorizontalShake; analogGlitch.colorDrift = returnColorDrift; } if (audioAnimation && destroyAudioWhenTransitionOver) { Destroy(go); } AnimationFinished?.Invoke(); }
// Start is called before the first frame update void Start() { analogGlitch = mainCam.GetComponent <AnalogGlitch>(); mirrorComp = mainCam.GetComponent <Mirror>(); contourOn = false; isolineOn = false; mirrorOn = false; symmetryOn = false; }
// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); analogGlitch = Camera.main.GetComponent <AnalogGlitch>(); startButton.Select(); player = ReInput.players.GetPlayer(0); player2 = ReInput.players.GetPlayer(1); //Cursor.visible = false; }
void Awake() { analogGlitch = GetComponent <AnalogGlitch>(); digitalGlitch = GetComponent <DigitalGlitch>(); bokeh = GetComponent <Bokeh>(); skyboxMaterial = GetComponent <Skybox>().material; skyboxMaterial.SetFloat("_Blend", 0); light = directionalLight.GetComponent <Light>(); }
public void initializeLevel() { roundsNeeded = 7; setsNeeded = 2; retroFX_default = Camera.main.GetComponent <PostProcessingBehaviour>().profile; glitchFX = Camera.main.GetComponent <AnalogGlitch>(); setFXDefaults(); SpawnPlayers(); controller1 = ReInput.players.GetPlayer(0); controller2 = ReInput.players.GetPlayer(1); }
// Use this for initialization void Start() { p1 = ReInput.players.GetPlayer(0); p2 = ReInput.players.GetPlayer(1); analogGlitchController = Camera.main.GetComponent <AnalogGlitchController>(); glitch = Camera.main.GetComponent <AnalogGlitch>(); ambienceMix = ambience.outputAudioMixerGroup.audioMixer; if (!GameObject.Find("Rewired Input Manager")) { Instantiate(rewiredManager); } }
void Start() { analog = GetComponent <AnalogGlitch>(); binary = GetComponent <Binary>(); digital = GetComponent <DigitalGlitch>(); mirror = GetComponent <Mirror>(); fx = new List <MonoBehaviour>() { binary, analog, mirror, digital }; MidiMaster.noteOnDelegate += NoteOn; MidiMaster.noteOffDelegate += NoteOff; MidiMaster.knobDelegate += Knob; Screen.fullScreen = true; }
private void Awake() { player1 = Rewired.ReInput.players.GetPlayer(0); player2 = Rewired.ReInput.players.GetPlayer(1); if (analogGlitch == null && mainCamera != null) { analogGlitch = mainCamera.GetComponent <AnalogGlitch>(); } if (Instance != null && Instance != this) { Destroy(this); throw new Exception("An instance of this singleton already exists."); } else { Instance = this; } }
private void SetNewArenaReferences() { var references = FindObjectOfType <GameManagerReferences>(); if (references) { ballSpawner = references.ballSpawner; backWalls = references.backWalls; mainCamera = references.mainCamera; analogGlitch = references.analogGlitch; net = references.net; resetCanvas = references.resetCanvas; backgroundImage = references.backgroundImage; pauseCanvas = references.pauseCanvas; victoryName = references.victoryName; scoreAnimator = references.scoreAnimator; scoreTransition = references.scoreTransition; } }
void Awake() { //Check if there is already an instance of SoundManager if (instance == null) { //if not, set it to this. instance = this; } //If instance already exists: else if (instance != this) { //Destroy this, this enforces our singleton pattern so there can only be one instance of SoundManager. Destroy(gameObject); } AnalogGlitch ag = GetComponent <AnalogGlitch>(); baseScanLineJitter = ag.scanLineJitter; baseVerticalJump = ag.verticalJump; baseHorizontalShake = ag.horizontalShake; baseDolorDrift = ag.colorDrift; }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player"); rb = gameObject.GetComponent <Rigidbody2D>(); cam = Camera.main; glitch = cam.GetComponent <AnalogGlitch>(); artifact = cam.GetComponent <Datamosh>(); hp = maxHp; healthBar.transform.localScale = new Vector2((hp / maxHp), healthBar.transform.localScale.y); //which ability was slected abilitySelection = GameObject.FindGameObjectWithTag("AbilitySelection"); shieldChosen = abilitySelection.GetComponent <AbilitySelection>().shieldSelected; blinkChosen = abilitySelection.GetComponent <AbilitySelection>().blinkSelected; //Destroy(abilitySelection); HPMask.transform.localRotation = new Quaternion(0, 0, HPMaskRotation, 0); //set Resource bars to full AbilityMask.transform.localRotation = new Quaternion(0, 0, AbilityMaskRotation, 0); Debug.Log("Camera found: " + cam + cam.name); baseSpeed = speed; fuel = maxFuel; //Fuel Amount rocketAmmo = maxRocketAmmo; //Rocket amount shieldCharge = shieldDuration; //shield charge blinkCharges = blinkChargeMax; //set blink charges //blinkTime = blinkTimer; scaleVector.Set(scaleSpeed, scaleSpeed, scaleSpeed); size = player.transform.localScale; fireTimer = 0; if (!dead) { Time.timeScale = 1; Time.fixedDeltaTime = Time.timeScale * 0.02f; } }
void Start() { CreateS3(); s1Group.SetActive(false); s2Group.SetActive(false); s3Group.SetActive(false); AS = GetComponent <AudioSource>(); playableDirector = GetComponent <PlayableDirector>(); analogGlitch1 = s1Group.transform.GetChild(0).GetComponent <AnalogGlitch>(); //analogGlitch2 = s2Group.transform.GetChild(0).GetComponent<AnalogGlitch>(); analogGlitch3 = s3Group.transform.GetChild(0).GetComponent <AnalogGlitch>(); circleBehavior_s1.Init(120); for (int i = 0; i < circleBehavior_s2.Length; i++) { circleBehavior_s2[i].Init(120); } playableDirector.enabled = false; Invoke("GameStartAsync", 1); }
// Use this for initialization void Start() { editAG = thisCamera.GetComponent <AnalogGlitch>(); editDG = thisCamera.GetComponent <DigitalGlitch>(); }
/// <summary> /// Implementation of the ITrackableEventHandler function called when the /// tracking state changes. /// </summary> public void OnTrackableStateChanged( TrackableBehaviour.Status previousStatus, TrackableBehaviour.Status newStatus) { if (newStatus == TrackableBehaviour.Status.DETECTED || newStatus == TrackableBehaviour.Status.TRACKED || newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found"); if (mTrackableBehaviour.TrackableName == "orangefiducial") { nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> (); thefutures.whichFiducial("orange"); } if (mTrackableBehaviour.TrackableName == "cupfiducial") { nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> (); thefutures.whichFiducial("cup"); } // if (mTrackableBehaviour.TrackableName == "postitfiducial") { // nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> (); // thefutures.whichFiducial("postit"); // } OnTrackingFound(); } else if (previousStatus == TrackableBehaviour.Status.TRACKED && newStatus == TrackableBehaviour.Status.NOT_FOUND) { Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost"); GameObject mainCamera = GameObject.Find("Main Camera"); nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> (); thefutures.whichFiducial("NULL"); GameObject uiElements = GameObject.Find("UI Base Dividers"); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } OnTrackingLost(); } else { for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } GameObject mainCamera = GameObject.Find("Main Camera"); nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> (); thefutures.whichFiducial("null"); OnTrackingLost(); } }
//CHANNEL ORANGE void FindClosestOrange() { orange northside; orange eastside; orange southside; orange westside; GameObject northWindow = GameObject.Find("orangeFiducial/orangeNorth"); GameObject eastWindow = GameObject.Find("orangeFiducial/orangeEast"); GameObject southWindow = GameObject.Find("orangeFiducial/orangeSouth"); GameObject westWindow = GameObject.Find("orangeFiducial/orangeWest"); northside = northWindow.GetComponent <orange>(); eastside = eastWindow.GetComponent <orange>(); southside = southWindow.GetComponent <orange>(); westside = westWindow.GetComponent <orange>(); // calculate closest distance float distanceToClosestOrange = Mathf.Infinity; orange closestEnemy = null; orange[] allEnemies = GameObject.FindObjectsOfType <orange>(); foreach (orange currentEnemy in allEnemies) { float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude; if (distanceToEnemy < distanceToClosestOrange) { distanceToClosestOrange = distanceToEnemy; closestEnemy = currentEnemy; } } orange currentOrange = closestEnemy; if (currentOrange == lastOrange) { // GameObject mainCamera = GameObject.Find("Main Camera"); // AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); // glitchy.setGlitchboolean(false); } else { if (currentOrange == southside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("juicing", LoadSceneMode.Additive); print("HEY THIS IS SHOULD BE A GROWING TREE"); } if (currentOrange == northside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("GrowingTree", LoadSceneMode.Additive); print("ORANGE north"); } if (currentOrange == eastside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("OrangeCutting", LoadSceneMode.Additive); print("ORANGE east"); } if (currentOrange == westside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("RottingOrange", LoadSceneMode.Additive); print("ORANGE west"); } lastOrange = currentOrange; } }
//CUP FUTURES void FindClosestCup() { Enemy nCup; Enemy eCup; Enemy sCup; Enemy wCup; GameObject northCup = GameObject.Find("cupFiducial/cupNorth"); GameObject eastCup = GameObject.Find("cupFiducial/cupEast"); GameObject southCup = GameObject.Find("cupFiducial/cupSouth"); GameObject westCup = GameObject.Find("cupFiducial/cupWest"); nCup = northCup.GetComponent <Enemy>(); eCup = eastCup.GetComponent <Enemy>(); sCup = southCup.GetComponent <Enemy>(); wCup = westCup.GetComponent <Enemy>(); // calculate closest distance float distanceToClosestEnemy = Mathf.Infinity; Enemy closestEnemy = null; Enemy[] allEnemies = GameObject.FindObjectsOfType <Enemy>(); foreach (Enemy currentEnemy in allEnemies) { float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude; if (distanceToEnemy < distanceToClosestEnemy) { distanceToClosestEnemy = distanceToEnemy; closestEnemy = currentEnemy; } } Enemy currentCup = closestEnemy; if (currentCup == lastCup) { // GameObject mainCamera = GameObject.Find("Main Camera"); // AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); // glitchy.setGlitchboolean(false); } else { print("registered a change to: " + currentCup + " from: " + lastCup); if (currentCup == sCup) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("Cup2", LoadSceneMode.Additive); print("south"); } if (currentCup == nCup) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } int cointoss = Random.Range(0, 2); if (cointoss == 0) { SceneManager.LoadScene("Cup4", LoadSceneMode.Additive); } else if (cointoss == 1) { SceneManager.LoadScene("Cup5", LoadSceneMode.Additive); } print("north"); } if (currentCup == eCup) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("Cup1", LoadSceneMode.Additive); print("east"); } if (currentCup == wCup) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("Cup3", LoadSceneMode.Additive); print("west"); } lastCup = currentCup; } }
void Start() { audio = GetComponent<AudioSource>(); intensify = GetComponent <AnalogGlitch> (); }
void Start() { audio = GetComponent <AudioSource>(); intensify = GetComponent <AnalogGlitch> (); }
private void Start() { _glitch = gameObject.GetComponent <AnalogGlitch>(); _camera = gameObject.GetComponent <Camera>(); }
private void ResolveReferences() { _glitch = Camera.main.gameObject.AddComponent <AnalogGlitch>(); _ppprofile = Camera.main.GetComponent <PostProcessingBehaviour>().profile; }
void Start() { Rock = bigRock.GetComponentInChildren<Rigidbody2D> (); audio = GetComponent<AudioSource> (); intensify = GetComponent <AnalogGlitch> (); }
public void Start() { analog = gameObject.GetComponent <AnalogGlitch>(); }
void Awake() { _analog = GetComponent <AnalogGlitch>(); _digital = GetComponent <DigitalGlitch>(); }