private void Awake() { ResizeMesh(m_Resolution); m_Settings.Register(OnSettingsChanged); m_Offset?.Register(Refresh); OnSettingsChanged(); }
private void OnSettingsChanged() { m_ColoringForStrength = m_Settings.m_ColoringForStrength; m_Damping = m_Settings.m_Damping; m_Offset.Unregister(Refresh); m_Offset = m_Settings.m_Offset; m_Offset.Register(Refresh); m_Strength = m_Settings.m_Strength; m_Frequency = m_Settings.m_Frequency; m_Lacunarity = m_Settings.m_Lacunarity; m_Persistence = m_Settings.m_Persistence; m_Amplitude = m_Settings.m_Amplitude; m_Octaves = m_Settings.m_Octaves; m_Gradient = m_Settings.m_Gradient; Refresh(); }
private void Awake() { m_Offset.Register(OnChange); }
private void Start() { movement = GetComponent <BallMovement>(); doRespawnOn.Register(OnRespawn); }
private void OnEnable() => vector2Event.Register(PlayParticleSystem);