private AudioSource[] sirens; // Reference to the AudioSources of the megaphones. #endregion Fields #region Methods void Awake() { // Setup the reference to the alarm light. alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent<AlarmLight>(); // Setup the reference to the main directional light in the scene. mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).GetComponent<Light>(); // Setup the reference to the additonal audio source. panicAudio = transform.FindChild ("secondaryMusic").GetComponent<AudioSource>(); // Setup the reference to the alarm. alarmAudio = transform.FindChild ("alarmSFX").GetComponent<AudioSource>(); // Find an array of the siren gameobjects. // TODO fix //GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); // Set the sirens array to have the same number of elements as there are gameobjects. // TODO fix //sirens = new AudioSource[sirenGameObjects.Length]; // For all the sirens allocate the audio source of the gameobjects. // TODO fix /* * for(int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent<AudioSource>(); } */ }
private void Start() { if (restartButton) { restartButton.onClick.AddListener(Restart); restartButtonHolder.SetActive(false); } for (int iB = 0; iB < rList.Count; iB++) { GameObject prefab = rList[iB].GetPrefab(); int amount = rList[iB].GetMaxAmount(); Queue <GameObject> tempQueue = new Queue <GameObject>(); for (int iC = 0; iC < amount; iC++) { GameObject robot = Instantiate(prefab, transform); //robots disable in their Start() Enemy enemy = robot.GetComponent <Enemy>(); allEnemies.Add(enemy); tempQueue.Enqueue(robot); } robotPool.Add(prefab.name, tempQueue); } alarmLight = FindObjectOfType <AlarmLight>(); //if (cinematic) { // StartSpawnSequence(); //} maxEnemyEscapes = workerImages.Count; }
private AudioSource[] sirens; // Reference to the AudioSources of the megaphones. void Awake() { // Setup the reference to the alarm light.//configura la referencia de la luz de alarma alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent <AlarmLight>(); // Setup the reference to the main directional light in the scene. //configura la referencia de la luz principal direccional en la escena. mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).light; // Setup the reference to the additonal audio source. //Configura la referencia de el audio source aderido. panicAudio = transform.Find("secondaryMusic").audio; // Find an array of the siren gameobjects.// Encuentra un array de los objetos de juego de sirena GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); // Set the sirens array to have the same number of elements as there are gameobjects. //Establece el array sirena para tener el mismo numero de elementos como de objetos de juego. sirens = new AudioSource[sirenGameObjects.Length]; // For all the sirens allocate the audio source of the gameobjects. // Para todas la sirenas asigne el audio source en el objeto de juego. for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].audio; } }
void Awake() { // Game Controller AudioSource audioSource = GetComponent <AudioSource>(); // Setup the reference to the alarm light. alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent <AlarmLight>(); // Setup the reference to the main directional light in the scene. mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).GetComponent <Light>(); // Setup the reference to the additonal audio source. panicAudio = transform.Find("secondaryMusic").GetComponent <AudioSource>(); // Find an array of the siren gameobjects. GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); // Set the sirens array to have the same number of elements as there are gameobjects. sirens = new AudioSource[sirenGameObjects.Length]; // For all the sirens allocate the audio source of the gameobjects. for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent <AudioSource>(); } }
void Awake() { alarmScript = GameObject.FindWithTag (Tags.AlarmLight).GetComponent<AlarmLight> (); mainLight = GameObject.FindWithTag (Tags.MainLight).GetComponent<Light> (); music = GetComponent<AudioSource> (); panicAudio = transform.Find ("secondary_music").GetComponent<AudioSource> (); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag (Tags.Siren); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i<sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent<AudioSource>(); } }
void Awake() { alarm = GameObject.FindGameObjectWithTag (Tags.alarm).GetComponent<AlarmLight> (); mainLight = GameObject.FindGameObjectWithTag (Tags.mainLight).light; panicAudio = transform.Find ("secondaryMusic").audio; GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag (Tags.siren); sirens = new AudioSource[sirenGameObjects.Length]; for(int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].audio; } // end for }
private void Awake() { alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent<AlarmLight>(); mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).GetComponent<Light>(); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent<AudioSource>(); } }
private void Awake() { AssignDestinationPoints(); gameManager = FindObjectOfType <GameController>(); carScript = FindObjectOfType <ThiefCarScript>(); alarmController = FindObjectOfType <AlarmLight>(); soundScript = thiefAnim.gameObject.GetComponent <Footsteps>(); player = GameObject.FindGameObjectWithTag("Player").transform; headScript = GetComponent <HeadLookController>(); agent = GetComponent <NavMeshAgent>(); col = GetComponent <SphereCollider>(); agent.autoTraverseOffMeshLink = false; }
void Awake() { alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent<AlarmLight>(); mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).GetComponent<Light>(); panic = GetComponent<Transform>().FindChild("secondaryMusic").GetComponent<AudioSource>(); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); sirens = new AudioSource[sirenGameObjects.Length]; for (uint i = 0; i < sirens.Length; ++i) sirens[i] = sirenGameObjects[i].GetComponent<AudioSource>(); }
void Awake() { alarmScript = GameObject.FindWithTag(Tags.AlarmLight).GetComponent <AlarmLight>(); mainLight = GameObject.FindWithTag(Tags.MainLight).GetComponent <Light>(); music = GetComponent <AudioSource>(); panicAudio = transform.Find("secondary_music").GetComponent <AudioSource>(); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.Siren); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i < sirens.Length; ++i) { sirens[i] = sirenGameObjects[i].GetComponent <AudioSource>(); } }
void Awake() { alarm = GameObject.FindGameObjectWithTag (Tags.alarm).GetComponent<AlarmLight> (); mainLight = GameObject.FindGameObjectWithTag (Tags.mainLight).GetComponent<Light> (); panicAudio = transform.Find ("SecondaryMusic").GetComponent<AudioSource> (); //Search through all children of a transform audio = GetComponent<AudioSource> (); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag (Tags.siren); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i < sirenGameObjects.Length; i++) { sirens [i] = sirenGameObjects [i].GetComponent<AudioSource> (); } }
private void Awake() { alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent <AlarmLight>(); mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).GetComponent <Light>(); panicAudio = transform.Find("sendaryMusic").GetComponent <AudioSource>(); audio = GetComponent <AudioSource>(); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent <AudioSource>(); } }
void Awake() { audio = GetComponent<AudioSource>(); alarmAudio = transform.Find("secondaryMusic").GetComponent<AudioSource>(); alarm = GameObject.FindGameObjectWithTag("Alarm").GetComponent<AlarmLight>(); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag("Siren"); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent<AudioSource>(); } }
void Start() { //通过tag值找到所有喇叭的对象 GameObject[] sirens = GameObject.FindGameObjectsWithTag(Tags.Siren); //初始化数组 alarmAudios = new AudioSource[sirens.Length]; //获取AlarmLight脚本组件 alarmLight = GameObject.FindWithTag(Tags.AlarmLight).GetComponent <AlarmLight>(); //获取所有喇叭对象中的audiosource组件 for (int i = 0; i < sirens.Length; i++) { alarmAudios[i] = sirens[i].GetComponent <AudioSource>(); } }
void Awake() { audio = GetComponent <AudioSource>(); alarmAudio = transform.Find("secondaryMusic").GetComponent <AudioSource>(); alarm = GameObject.FindGameObjectWithTag("Alarm").GetComponent <AlarmLight>(); GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag("Siren"); sirens = new AudioSource[sirenGameObjects.Length]; for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent <AudioSource>(); } }
void Awake() { alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent <AlarmLight>(); mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).light; panicAudio = this.transform.Find("secondaryMusic").audio; GameObject[] sirensGo = GameObject.FindGameObjectsWithTag(Tags.siren); sirens = new AudioSource[sirensGo.Length]; for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirensGo[i].audio; } }
void Start() { alarmLight = GameObject.FindWithTag(Tags.AlarmLight).GetComponent <AlarmLight>(); normalMusic = GetComponent <AudioSource>(); //panicMusic = GetComponentInChildren<AudioSource>(); panicMusic = transform.GetChild(0).GetComponent <AudioSource>(); //先找到6个喇叭对象 GameObject[] sirenObjs = GameObject.FindGameObjectsWithTag(Tags.Siren); //初始化 sirenAud = new AudioSource[sirenObjs.Length]; //逐个填充 for (int i = 0; i < sirenObjs.Length; i++) { sirenAud[i] = sirenObjs[i].GetComponent <AudioSource>(); } }
private AudioSource[] sirens; // Reference to the AudioSources of the megaphones. void Awake() { alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent <AlarmLight>(); mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).GetComponent <Light>(); audio = GetComponent <AudioSource> (); panicAudio = transform.FindChild("secondaryMusic").GetComponent <AudioSource>(); // Find an array of the siren gameobjects. GameObject[] sirenGameObjects = GameObject.FindGameObjectsWithTag(Tags.siren); // Set the sirens array to have the same number of elements as there are gameobjects. sirens = new AudioSource[sirenGameObjects.Length]; // For all the sirens allocate the audio source of the gameobjects. for (int i = 0; i < sirens.Length; i++) { sirens[i] = sirenGameObjects[i].GetComponent <AudioSource>(); } }
void Awake() { alarm = GameObject.FindGameObjectWithTag(Tags.alarm).GetComponent <AlarmLight>(); mainLight = GameObject.FindGameObjectWithTag(Tags.mainLight).light; }
void Awake() { _instance = this; light = GetComponent <Light>(); }
// Use this for initialization void Start() { nodes = new ArrayList (); light_script = alarmLight.GetComponent<AlarmLight> (); }
AlarmLight light_script; // AlarmLight script binded to the AlarmLight GameObject // Use this for initialization void Start() { nodes = new ArrayList(); light_script = alarmLight.GetComponent <AlarmLight> (); }