// Use this for initialization void Start() { ctrl = GetComponent <pxStrax>(); ctrl.cutoff = 0.1f + transform.position.x * 0.05f; ctrl.resonance = 0.6f + transform.position.z * 0.1f; ctrl.osc2Mix = 0.5f + transform.position.y * 0.25f; float note = notes[(int)(Mathf.Floor(Mathf.Abs(transform.position.x) * 24f) % 8f)] + Mathf.Floor(Random.value * 3f) * 12f + 43f; ctrl.KeyOn(note); }
void Start() { //caching our components _audioSource = GetComponent <AudioSource>(); _straxSynth = GetComponent <pxStrax>(); }
void Start() { synth = GetComponent <pxStrax>(); }
// Start is called before the first frame update void Start() { audioSynt = GetComponent <pxStrax>(); }
private void InitAgent() { // get all the stuff renderers = new List <Renderer>(); renderers.Add(GetComponent <Renderer>()); rigidbody = GetComponent <Rigidbody>(); synth = GetComponent <pxStrax>(); if (synth == null) { gameObject.AddComponent <pxStrax>(); synth = GetComponent <pxStrax>(); } // put the agent somewhere randomly RotateAgent(-10.0f, 10.0f); transform.position = new Vector3( Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f) ); // predator or prey _isAgentFood = Random.Range(0.0f, 100.0f) < chanceOfAgentBeingFood ? true : false; // setup agent types if (_isAgentFood) { gameObject.tag = "agent-food"; stepSpeed *= 4.0f; synth.sustain = true; synth.release = 0.01f; // configure body Destroy(agentTail); foreach (GameObject leg in agentLegs) { renderers.Add(leg.GetComponent <Renderer>()); } foreach (Renderer rend in renderers) { rend.material = matForFoodAgent; } } else { // prey agent gameObject.tag = "agent-hungry"; synth.sustain = false; synth.release = 0.02f; // configure body foreach (GameObject leg in agentLegs) { Destroy(leg); } renderers.Add(agentTail.GetComponent <Renderer>()); foreach (Renderer rend in renderers) { rend.material = matNoFood; } } }