Esempio n. 1
0
    // Start is called before the first frame update
    void Start()
    {
        _uniqueInstance = this;
        collisionEvent  = new List <ParticleCollisionEvent>();

        _rndNum = PlayerControl._uniqueInstance.RNDNUM;
    }
Esempio n. 2
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    // ********************************************************************** //

    void Awake() 
    { 
        particleLauncher = gameObject.GetComponent(typeof(ParticleLauncher)) as ParticleLauncher;
        tintColor = new Color();
        meanColor = new Color();
        savingTimer = new Timer();

        recorder = camera.GetComponent<ScreenRecorder>();

        shapeSampleStats = new ShapeSamplingStatistics();
        particleSampleStats = new ParticleSamplingStatistics();
        colourSampleStats = new ColourSamplingStatistics();

        // Our sampling settings
        datasetForm = "hierarchy";  // "flat", "singlefeature", "hierarchy"
        numPlanets = 8 * 210;  // how many planets to generate in this simulation
        featureorder = new int[] {0, 1, 2, 3, 4, 5, 6};
        //featureorder = RandomPermutation(featureorder);  // the random ordering of features in the hierarchy

        // Read in the existing record of planet details
        recordFilePath = filePath + "stimulusLookup.json";
        if (File.Exists(recordFilePath))
        {
            Debug.Log("Opening record of generated planets.");
            LoadExistingPlanets(recordFilePath);
        }
        else 
        {
            allExistingPlanets.allPlanetData = new List<PlanetData>();
            allExistingPlanets.planetColours = new Color[allExistingPlanets.nLevels];
        }
    }
Esempio n. 3
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 private void Awake()
 {
     launcher = cube.GetComponent <ParticleLauncher>();
     if (launcher == null)
     {
         Debug.LogWarning("Invalid launcher component (Null)");
     }
 }
Esempio n. 4
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 void Start()
 {
     main        = particleSystem.main;
     shape       = particleSystem.shape;
     sizeBySpeed = particleSystem.sizeBySpeed;
     limitVelocityOverLifetime = particleSystem.limitVelocityOverLifetime;
     launcher = GetComponent <ParticleLauncher>();
 }
Esempio n. 5
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 void Start()
 {
     particleSystem            = particleSystemsArray[index];
     settingsPanel             = settingsPanelArray[index];
     main                      = particleSystem.main;
     shape                     = particleSystem.shape;
     sizeBySpeed               = particleSystem.sizeBySpeed;
     limitVelocityOverLifetime = particleSystem.limitVelocityOverLifetime;
     launcher                  = GetComponent <ParticleLauncher>();
 }
    void Start()
    {
        laserLeft           = maxLaser;
        characterController = GetComponent <CharacterController>();
        cam        = FindObjectOfType <Camera>();
        oldCamPos  = cam.transform.position;
        laserBarUi = GameObject.FindGameObjectWithTag(Constants.UI_LASER_BAR).GetComponent <LaserBarFill>();
        laser      = GetComponentInChildren <ParticleLauncher>();
        EventManager.StartListening(Constants.EVENT_END_LEVEL, HandleEndLevel);

        alienLasor = FMODUnity.RuntimeManager.CreateInstance(lasorFire);
    }
    private void Start()
    {
        GameObject go = GameObject.Find("ParticleLauncher");

        if (!go)
        {
            enabled = false;
            return;
        }

        pl = go.GetComponent <ParticleLauncher>();
        GetComponentInParent <Health>().OnDeath().AddListener(Splash);
    }
Esempio n. 8
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    // Use this for initialization
    void Awake()
    {
        particle = GetComponent <ParticleLauncher>();
        ingest   = GetComponent <CapsulatedIngestionV2>();
        nets     = GetComponent <NETSv1>();


        particle.enabled = false;
        ingest.enabled   = false;
        nets.enabled     = false;

        rendP = particleButton.gameObject.GetComponent <Renderer>();
        rendI = ingestButton.gameObject.GetComponent <Renderer>();
        rendN = netsButton.gameObject.GetComponent <Renderer>();

        //weaponText = displayUI.GetComponent<TextMeshPro> ();

        aimingReticle.SetActive(false);

        animTeleButton = teleButtonAssembly.GetComponent <Animator>();

        AM2Script  = rightController.GetComponent <AudioManagerS2>();
        errorAudio = GetComponent <AudioSource>();
    }
Esempio n. 9
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 // Start is called before the first frame update
 void Start()
 {
     windsys.SetActive(false);
     particleLauncher = GetComponent <ParticleLauncher>();
 }
Esempio n. 10
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 // Start is called before the first frame update
 void Start()
 {
     eraser.SetActive(false);
     particleLauncher = GetComponent <ParticleLauncher>();
 }
Esempio n. 11
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 void Awake()
 {
     onWaterCollided  = new List <UnityEvent>();
     particleLauncher = GetComponentInChildren <ParticleLauncher>();
 }