void LateUpdate() { transform.position = new Vector3(cam.position.x + distance * Mathf.Cos(Mathf.Deg2Rad * radians), cam.transform.position.y, cam.position.z + distance * Mathf.Sin(Mathf.Deg2Rad * radians)); transform.LookAt(cam); if (Physics.Linecast(transform.position, cam.transform.position, out var hit)) { if (hit.transform.gameObject != gameObject && hit.transform.gameObject != cam.transform.gameObject && hit.transform.name != "CinemachineBrain") { DirectionalWindVol.SetValue(gameObject, 80f); Debug.DrawLine(transform.position, cam.transform.position, Color.magenta); } } else { DirectionalWindVol.SetValue(gameObject, 0); } meshRenderer.enabled = showWindDirection; }
void GroundTouch() { Landing_Event.Post(gameObject); hasDashed = false; isDashing = false; side = anim.sr.flipX ? -1 : 1; jumpParticle.Play(); VelocityY.SetValue(gameObject, -1); }
void Start() { Soundbank1.Load(); State_Start.SetValue(); PlayMusic(); Lowpass.SetValue(gameObject, 0); PlayerLocation.SetValue(gameObject, 0); }
void Start() { if (m_mainMenu) { return; } s_drainables.Add(this); MyEvent.Post(gameObject); MyRTPC.SetValue(gameObject, 100); CurrentEnergy = m_maxEnergy; }
void Start() { uint result; m_seedParameter.SetValue(gameObject, Random.Range(0, 100)); result = m_seededEvent.Post(gameObject); }
public override void ProcessFrame(Playable playable, FrameData info, object playerData) { if (!m_OverrideTrackObject) { // At this point, m_RTPCObject will have been set to the timeline owner object in AkRTPCPlayable::CreatePlayable(). // If the track object is null, we keep using the timeline owner object. Otherwise, we swap it for the track object. GameObject obj = playerData as GameObject; if (obj != null) { m_RTPCObject = obj; } }//If we are overriding the track object, the m_RTPCObject will have been resolved in AkRTPCPlayable::CreatePlayable(). if (m_Parameter != null) { if (m_SetRTPCGlobally || m_RTPCObject == null) { m_Parameter.SetGlobalValue(RTPCValue); } else { m_Parameter.SetValue(m_RTPCObject, RTPCValue); } } }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.Space)) { arpVolume.SetValue(musicObject, 100f); } else { arpVolume.SetValue(musicObject, 0f); } float remappedScale = Util.remap(arpMeter.GetValue(musicObject), -48f, 0f, minScale, maxScale); transform.localScale = new Vector3(transform.localScale.x, remappedScale, transform.localScale.z); float remappedColor = Util.remap(arpMeter.GetValue(musicObject), -48f, 0f, 0f, 1f); material.color = new Color(0f, remappedColor * remappedColor, remappedColor); }
private void Start() { if (global) { RTPC.SetGlobalValue(value); } else { RTPC.SetValue(ObjectReference != null ? ObjectReference : gameObject, value); } }
void Update () { if(GetComponent<Rigidbody2D>().velocity.magnitude >= 0.1 && !didItPlay) { MovingSound.Post(gameObject); didItPlay = true; Velocity.SetValue(gameObject, GetComponent<Rigidbody2D>().velocity.magnitude); } else if (GetComponent<Rigidbody2D>().velocity.magnitude == 0 && didItPlay) { StopMovingSound.Post(gameObject); didItPlay = false; }
public void RTPCUpdate(AK.Wwise.RTPC _rtpc, float _value) { _rtpc.SetValue(gameObject, _value); }
private void SetMovementSpeed(float speed) { MovementRTPC.SetValue(gameObject, speed); }
public void setTrialNumber(float _trialNumber) { m_trialNumber.SetValue(m_gameObject, _trialNumber); }
void FixedUpdate() { speed = (transform.position - lastPosition).magnitude / Time.fixedDeltaTime; lastPosition = transform.position; particleSpeed.SetValue(gameObject, speed); }
public void OnDamage(Attack a) { if (canBeDestroyedBy != null && canBeDestroyedBy.Count > 0) {//if any weapon types has been specified destructionProgress = 1 - (HP / origHP); DestructionLevel.SetValue(PlayerManager.Instance.weaponSlot, destructionProgress * 100f); //print(destructionProgress * 100f); for (int i = 0; i < canBeDestroyedBy.Count; i++) { if (canBeDestroyedBy[i].WeaponType == a.weaponType) { if (rb != null) { rb.AddForce(a.attackDir * knockbackStrength * rb.mass * a.knockbackStrength / 8f, ForceMode.Impulse); } HP -= a.damage * canBeDestroyedBy[i].damageMultiplier; if (HP > 0) { destructionProgress = 1 - (HP / origHP); DestructionLevel.SetValue(this.gameObject, (1 - destructionProgress) * 100f); if (intermediateMeshes != null && intermediateMeshes.Count > 0) { meshIndex = (int)(destructionProgress * intermediateMeshes.Count); //Change mesh? meshIndex = Mathf.Clamp(meshIndex, 0, intermediateMeshes.Count - 1); if (meshFilter.mesh != intermediateMeshes[meshIndex]) { meshFilter.mesh = intermediateMeshes[meshIndex]; } } } else { if (destroyedParticles != null) { GameObject p = Instantiate(destroyedParticles, transform.position + particleSpawnOffset, Quaternion.identity) as GameObject; //TODO: Pool particles Destroy(p, destroyParticlesAfterSeconds); } if (spawnsItem) { if (itemToSpawn != null) { GameObject newSpawn = (Instantiate(itemToSpawn, transform.position + SpawnOffset, Quaternion.identity)) as GameObject; newSpawn.transform.localScale = Vector3.one * SpawnScale; if (ParentToThisParent) { newSpawn.transform.parent = this.transform.parent; } } else { Debug.LogError("DestructibleObject (" + gameObject.name + "): It seems you forgot to add an item to spawn! Otherwise, disable 'Spawns Item'."); } } if (enableItem) { if (itemToEnable != null) { itemToEnable.SetActive(true); } else { Debug.LogError("DestructibleObject (" + gameObject.name + "): It seems you forgot to add an item to enable! Otherwise, disable 'Enable Item'."); } } Destruction.Post(gameObject); Destroy(gameObject); } break; } } } }