// Start is called before the first frame update void Start() { _uniqueInstance = this; collisionEvent = new List <ParticleCollisionEvent>(); _rndNum = PlayerControl._uniqueInstance.RNDNUM; }
// ********************************************************************** // 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]; } }
private void Awake() { launcher = cube.GetComponent <ParticleLauncher>(); if (launcher == null) { Debug.LogWarning("Invalid launcher component (Null)"); } }
void Start() { main = particleSystem.main; shape = particleSystem.shape; sizeBySpeed = particleSystem.sizeBySpeed; limitVelocityOverLifetime = particleSystem.limitVelocityOverLifetime; launcher = GetComponent <ParticleLauncher>(); }
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); }
// 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>(); }
// Start is called before the first frame update void Start() { windsys.SetActive(false); particleLauncher = GetComponent <ParticleLauncher>(); }
// Start is called before the first frame update void Start() { eraser.SetActive(false); particleLauncher = GetComponent <ParticleLauncher>(); }
void Awake() { onWaterCollided = new List <UnityEvent>(); particleLauncher = GetComponentInChildren <ParticleLauncher>(); }