// Start is called before the first frame update void Awake() { Instance = this; snowSystem.Stop(); rainSystem.Stop(); rainSystem2.Stop(); }
protected override void Start() { base.Start(); renderers = GetComponentsInChildren <Renderer> (true); rain = FindObjectOfType <RainController> (); numBlocks = renderers.Length; type = RTS.ResourceType.Money; InvokeRepeating("Regenerate", 5, regenerateTime); }
void Start() { rainModule = rainParticle.emission; scriptUI = GameObject.FindObjectOfType(typeof(UIControl)) as UIControl; rainScript = GameObject.FindObjectOfType(typeof(RainController)) as RainController; diamonds = -1; emeralds = -1; rubys = -1; }
void Awake() { if (Instance != null && Instance != this) { Destroy(this.gameObject); } else { Instance = this; } }
private void Awake() { if (rainControllerInstance != null && rainControllerInstance != this) { if (gameObject != null) { Destroy(gameObject); } return; } rainControllerInstance = this; }
// Use this for initialization void Start() { Instance = this; ParticleSystem = Particles.GetComponent <ParticleSystem>(); // UserMesh = GameObject.Find("UserMesh"); // UserMeshFilter = UserMesh.GetComponent<MeshFilter>(); //AirSticks.Right.NoteOn += HoneOn; //AirSticks.Right.NoteOff += HoneOff; AirSticks.Right.NoteOn += DoHitOut; }
void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; myParticleSystem = GetComponent <ParticleSystem>(); emissionModule = myParticleSystem.emission; mainModule = myParticleSystem.main; emissionModule.rateOverTime = initialAmount; } }
void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; _currentSceneState = SceneState.Unfavorable; _dayNightCycleController = new DayNightCycleController(); _windController = new WindController(); _cloudController = new CloudController(StartCoroutine); _rainController = new RainController(); _temperatureController = new TemperatureController(StartCoroutine, _dayNightCycleController); _waterController = new WaterController(); _terrainController = new TerrainController(StartCoroutine); _snowController = new SnowController(); _treeGrowthStateController = new TreeGrowthStateController(StartCoroutine, _windController.UpdateTreeWindForceOnGrow); _sceneRestarted = false; }
// Use this for initialization void Start() { Instance = this; ToonLit = Resources.Load <UnityEngine.Material>("ToonLit"); BlackOcclusion = Resources.Load <UnityEngine.Material>("BlackOcclusion"); Wireframe = Resources.Load <UnityEngine.Material>("Rainbow Wireframe"); Basic = Resources.Load <UnityEngine.Material>("Basic"); Pink = Resources.Load <UnityEngine.Material>("Pink"); LinePattern = Resources.Load <UnityEngine.Material>("LinePattern"); GranOutline = Resources.Load <UnityEngine.Material>("GranOutline"); BlackBlockout = GameObject.Find("BlackBlockout").GetComponent <BlockoutController>(); WhiteBlockout = GameObject.Find("WhiteBlockout").GetComponent <BlockoutController>(); TrackerSceneOutputQuadRenderer = TrackerSceneOutputQuad.GetComponent <Renderer>(); TrackerSceneFlippedOutputQuadRenderer = TrackerSceneFlippedOutputQuad.GetComponent <Renderer>(); ParticleSceneObject = GameObject.Find("ParticleScene"); RainParticlesObject = GameObject.Find("RainParticles"); RainParticleController = GameObject.Find("RainParticleController").GetComponent <RainController>(); foreach (InputDevice inputDevice in InputDevice.InstalledDevices) { if (inputDevice.Name.ToLower().Equals(DeviceName.ToLower())) { InputDevice = inputDevice; break; } } if (InputDevice != null) { InputDevice.Open(); InputDevice.StartReceiving(null); InputDevice.NoteOn += RouteNoteOn; InputDevice.NoteOn += InformationMonitor.Instance.MidiNoteOn; InputDevice.NoteOff += InformationMonitor.Instance.MidiNoteOff; Debug.Log("Opened MIDI Device"); } }