public void Activate() { // (Re)Set volume for post process vignette effect if (vignette != null) { vignette.intensity.value = 0f; Destroy(vignette); vignette = null; } vignette = ScriptableObject.CreateInstance <Vignette>(); vignette.enabled.Override(true); vignette.intensity.Override(0f); vignette.roundness.Override(1f); vignette.smoothness.Override(1f); volume = PostProcessManager.instance.QuickVolume(8, 100f, vignette); // (Re)Set cubeHasBeenHere cubeHasBeenHere = new Dictionary <MazeFrameSplines.SplineSegment, bool>(MazeFrameSplines.SplineSegments.Count); foreach (MazeFrameSplines.SplineSegment segment in MazeFrameSplines.SplineSegments) { cubeHasBeenHere.Add(segment, false); } // Reset some initials, as we need to guarantee initial behavior CurrSplineSegment = null; currEventHorizon = eventHorizon * MazeScale.ComponentMax(); // activate cubesActive = true; }
private void OnEnable() { CODTrans = gameObject.transform; playerRB = GameObject.FindWithTag("Player").GetComponent <Rigidbody>(); gravityFrameController = FindObjectOfType <GameController>().levelController.gravityFrameController; currEventHorizon = eventHorizon * MazeScale.ComponentMax(); }