// Use this for initialization void Start() { if (_colorCor == null) { _colorCor = FindObjectOfType <ColorCorrectionCurves>(); } }
// Use this for initialization void Start() { vel = new Vector3(); rb = GetComponent <Rigidbody> (); controller = GetComponent <CharacterController> (); camera = GetComponentInChildren <Camera> (); colorCorrection = camera.GetComponent <ColorCorrectionCurves> (); motionBlur = camera.GetComponent <MotionBlur> (); audioSource = GetComponent <AudioSource> (); if (musicObj != null) { musicSource = musicObj.GetComponent <AudioSource> (); } toFloor = new Ray(transform.position, -1 * transform.up); Physics.Raycast(toFloor, out hitInfo); targetHeight = hitInfo.distance; isGhost = false; //NPC = GameObject.FindGameObjectWithTag ("NPC"); NPCs = GameObject.FindGameObjectsWithTag("NPC"); testShot = new Ray(new Vector3(-1, 1, -3), Vector3.right); curState = state.WALKING; playerReticle = playerUI.transform.FindChild("Reticle").GetComponent <Image>(); if (reverbZone != null) { reverbZoneSource = reverbZone.GetComponent <AudioReverbZone> (); } }
public void Rpc_Respawn() { ColorCorrectionCurves ColorEfect = playerCamera.GetComponent <ColorCorrectionCurves>(); dethcam = false; GetComponent <MeshRenderer>().enabled = true; eyes.SetActive(true); ColorEfect.saturation = 1; gameObject.layer = 10; if (falling == false) { health = maxHealth; } // Set the spawn point to origin as a default value Vector3 spawnPoint = Vector3.zero; // If there is a spawn point array and the array is not empty, pick one at random if (spawnPoints != null && spawnPoints.Length > 0) { spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)].transform.position; } // Set the player’s position to the chosen spawn point transform.position = spawnPoint; knockBackVel = Vector3.zero; }
static ColorCorrectionCurvesDef() { if (colorCurvesEffect == null) { colorCurvesEffect = Util.GetComponentVar <ColorCorrectionCurves, ColorCorrectionCurvesDef>(colorCurvesEffect); } mode = ColorCorrectionMode.Simple; selectiveCc = false; saturation = 1f; Keyframe[] keys = new Keyframe[2]; keys[0] = new Keyframe(0f, 0f, 0f, 1f); keys[1] = new Keyframe(1f, 1f, 1f, 0f); redChannel = new AnimationCurve(keys); greenChannel = new AnimationCurve(keys); blueChannel = new AnimationCurve(keys); depthRedChannel = new AnimationCurve(keys); depthGreenChannel = new AnimationCurve(keys); depthBlueChannel = new AnimationCurve(keys); zCurve = new AnimationCurve(keys); selectiveFromColor = Color.white; selectiveToColor = Color.white; useDepthCorrection = false; }
void FindComponents() { ScreenOverlayScript = Camera.main.GetComponent <ScreenOverlay> (); // Finds the rigidbody this script is attached to. rb = GetComponent <Rigidbody> (); // Finds Game Controller script. gameControllerScript = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController> (); // Finds Player Mesh Collider (note collider and mesh comonents are two different GameObjects). PlayerCollider = GameObject.Find("Collider").GetComponent <MeshCollider>(); // Finds Player Mesh Renderer if (isClone == false) { PlayerMesh = GameObject.FindGameObjectWithTag("PlayerMesh").GetComponent <MeshRenderer> (); } // Timescale controller script. timeScaleControllerScript = GameObject.FindGameObjectWithTag("TimeScaleController").GetComponent <TimescaleController> (); // Finds color correction curves script. ColorCorrectionCurvesScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ColorCorrectionCurves>(); // Finds Camera Shake script. if (GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> ().enabled == true && isClone == false) { camShakeScrpt = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShake> (); LensScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Lens> (); } Shafts = GameObject.FindGameObjectWithTag("Shafts"); }
void Start() { hp = maxHp; fader = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <FadeInOut>(); colorCurves = GameObject.FindGameObjectWithTag(Tags.mainCamera).GetComponent <ColorCorrectionCurves>(); BleedBehavior.BloodAmount = 0; }
static bool Prefix(ColorCorrectionCurves __instance) { __instance.CheckResources(); var rgbChannelTex = Traverse.Create(__instance).Field("rgbChannelTex"); if (CCCCustom == 0 && __instance.redChannel != null && __instance.greenChannel != null && __instance.blueChannel != null) { for (float num = 0f; num <= 1f; num += 0.0009775171f) { float num2 = Mathf.Clamp(__instance.redChannel.Evaluate(num), 0f, 1f); float num3 = Mathf.Clamp(__instance.greenChannel.Evaluate(num), 0f, 1f); float num4 = Mathf.Clamp(__instance.blueChannel.Evaluate(num), 0f, 1f); rgbChannelTex.Method("SetPixel", new Type[] { typeof(int), typeof(int), typeof(Color) }).GetValue((int)Mathf.Ceil(num * 1023f), 0, new Color(num2, num2, num2)); rgbChannelTex.Method("SetPixel", new Type[] { typeof(int), typeof(int), typeof(Color) }).GetValue((int)Mathf.Ceil(num * 1023f), 1, new Color(num3, num3, num3)); rgbChannelTex.Method("SetPixel", new Type[] { typeof(int), typeof(int), typeof(Color) }).GetValue((int)Mathf.Ceil(num * 1023f), 2, new Color(num4, num4, num4)); } rgbChannelTex.Method("Apply", new Type[] { typeof(bool) }).GetValue(false); return(false); } string text = Path.Combine(Application.dataPath, "../UserData/curve/" + CCCName + ".dds"); Debug.Log("Using custom curve " + text); byte[] array = File.ReadAllBytes(text); int num5 = 128; byte[] array2 = new byte[array.Length - num5]; Buffer.BlockCopy(array, num5, array2, 0, array2.Length - num5); rgbChannelTex.Method("LoadRawTextureData", new Type[] { typeof(byte[]) }).GetValue(array2); rgbChannelTex.Method("Apply", new Type[] { typeof(bool) }).GetValue(false); return(false); }
static bool Prefix(ColorCorrectionCurves __instance, ref bool __result) { var traverse = Traverse.Create(__instance); try { traverse.Method("CheckSupport", __instance.mode == ColorCorrectionCurves.ColorCorrectionMode.Advanced).GetValue(); var CheckShaderAndCreateMaterial = traverse.Method("CheckShaderAndCreateMaterial", new Type[] { typeof(Shader), typeof(Material) }); traverse.Field("ccMaterial").SetValue(CheckShaderAndCreateMaterial.GetValue(__instance.simpleColorCorrectionCurvesShader, traverse.Field("ccMaterial").GetValue())); traverse.Field("ccDepthMaterial").SetValue(CheckShaderAndCreateMaterial.GetValue(__instance.colorCorrectionCurvesShader, traverse.Field("ccDepthMaterial").GetValue())); traverse.Field("selectiveCcMaterial").SetValue(CheckShaderAndCreateMaterial.GetValue(__instance.colorCorrectionSelectiveShader, traverse.Field("selectiveCcMaterial").GetValue())); if (traverse.Field("rgbChannelTex").GetValue() == null) { traverse.Field("rgbChannelTex").SetValue(new Texture2D(1024, 4, TextureFormat.RGBAFloat, false, true)); } traverse.Field("rgbChannelTex").Property("hideFlags").SetValue(52); traverse.Field("rgbChannelTex").Property("wrapMode").SetValue(1); var isSupported = traverse.Field("isSupported").GetValue <bool>(); if (!isSupported) { traverse.Method("ReportAutoDisable").GetValue(); } __result = isSupported; } catch (Exception x) { Console.WriteLine(x); } return(false); }
/// <summary> /// Hide objects with IR tag, for this client /// </summary> public void IR(bool irVisible) { if (!isLocalPlayer) { return; } //if client can see IR objects, set these objects active for this client. //otherwise, turn em off GameObject cam = transform.Find("Camera").gameObject; ColorCorrectionCurves colorCorrection = cam.GetComponent <ColorCorrectionCurves>(); BloomOptimized bloom = cam.GetComponent <BloomOptimized>(); //if ir capable, ambient light is FULL, IR objects are VISIBLE, and bloom/desaturation are ACTIVE //otherwise, it's night time RenderSettings.ambientIntensity = irVisible ? 1.0f : 0.3f; RenderSettings.reflectionIntensity = irVisible ? 0.5f : 0.2f; foreach (GameObject obj in GameObject.FindGameObjectsWithTag("IR")) { obj.SetActive(irVisible); } bloom.enabled = irVisible; colorCorrection.enabled = irVisible; }
void OnEnable() { mainCam = Camera.main; if (mainCam != null) { if (enableChromaticAberration && chromAb == null) { chromAb = mainCam.gameObject.GetComponent <VignetteAndChromaticAberration>(); if (chromAb == null) { this.enabled = false; Debug.LogWarning("ImageEffectsOnLowHP: No 'Vignette and Chromatic Aberration' component could be found! Disabling script..."); } } if (enableColorCorrection && colorCorr == null) { colorCorr = mainCam.gameObject.GetComponent <ColorCorrectionCurves>(); if (colorCorr == null) { this.enabled = false; Debug.LogWarning("ImageEffectsOnLowHP: No 'Color Correction Curves' component could be found! Disabling script..."); } } if (chromAb != null) { chromAb.enabled = false; } if (colorCorr != null) { colorCorr.enabled = false; } } }
void Awake() { m_Bloom = Camera.main.GetComponent <BloomOptimized>(); m_Depth = Camera.main.GetComponent <DepthOfField>(); m_SSAO = Camera.main.GetComponent <ScreenSpaceAmbientOcclusion>(); m_SunShafts = Camera.main.GetComponent <SunShafts>(); m_CCC = Camera.main.GetComponent <ColorCorrectionCurves>(); }
// Use this for initialization void Start() { _colorCorrectionCurves = GetComponent <ColorCorrectionCurves> (); Messenger.AddListener <float>("ColorCurve.SetValue", SetValue); SetValue(Value); }
void Awake() { Instance = this; _fisheye = playerCamera.gameObject.GetComponent<Fisheye>(); _colorSaturation = playerCamera.gameObject.GetComponent<ColorCorrectionCurves>(); _blur = playerCamera.gameObject.GetComponent<BlurOptimized>(); }
// Use this for initialization void Start() { cam_effect = GetComponent <ColorCorrectionCurves>(); cam_effect.saturation = 1; saturation_value = cam_effect.saturation; original_distance = player.transform.position.z - destination.transform.position.z; original_distance = Mathf.Abs(original_distance); }
//int loadLevelCount = 0; public IEnumerator LoadLeve() { XkGameCtrl.IsLoadingLevel = true; if (GlobalData.GetInstance().gameLeve == GameLeve.Leve1) { Leve1UITexture.mainTexture = Leve1Texture[0]; //Leve1UI.spriteName = "diYiGuanHuiSe"; Leve1.transform.localScale *= 1.00f; } else { Leve2UITexture.mainTexture = Leve2Texture[0]; //Leve2UI.spriteName = "diErGuanHuiSe"; Leve2.transform.localScale *= 1.00f; } ColorCorrectionCurves s = (ColorCorrectionCurves)Cam.GetComponent <ColorCorrectionCurves>(); s.saturation = 1f; //System.GC.Collect(); if (GlobalData.GetInstance().gameMode == GameMode.OnlineMode) { //ScreenLog.Log("into linkMode game..."); //NetCtrlScript.handleLoadLevel(); yield return(new WaitForSeconds(3f)); if (GlobalData.GetInstance().gameLeve == GameLeve.Leve1) { status = Application.LoadLevelAsync((int)GameLeve.Leve3); } else { status = Application.LoadLevelAsync((int)GameLeve.Leve4); } } else { yield return(new WaitForSeconds(2f)); status = Application.LoadLevelAsync((int)GlobalData.GetInstance().gameLeve); } status.allowSceneActivation = false; // Allow new scene to start. //ScreenLog.Log("Loading complete"+t+status.isDone); Loading.SetActive(true); yield return(StartCoroutine("PlayCartoon")); //status.allowSceneActivation = true; yield return(new WaitForSeconds(3f)); yield return(status); }
private ColorCorrectionCurves colorCurves; //实现死亡时相机画面逐渐变为黑白效果的脚本(内置资源包) void Start() { hp = maxHp;//玩家当前生命值为最大值 fader = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <FadeInOut>(); //出现渐隐效果 colorCurves = GameObject.FindGameObjectWithTag(Tags.mainCamera).GetComponent <ColorCorrectionCurves>(); //出现黑白效果 BleedBehavior.BloodAmount = 0;//血红效果为0(在武器相机中设置) }
// Use this for initialization void Start() { playerHand = GetComponent <playerRh1>(); testlevgen = Component.FindObjectOfType <TestLevelGen>(); col = GetComponentInChildren <ColorCorrectionCurves>(); flashLight = GetComponentInChildren <Light>(); mo = GetComponentInChildren <MotionBlur>(); cam = Camera.main; }
void Start() { LastFactor = Factor; LastSaturationA = SaturationA; LastSaturationB = SaturationB; CurvesScript = GetComponent <ColorCorrectionCurves>(); PairCurvesKeyframes(); }
// Use this for initialization void Start() { focusActive = false; PC = GameObject.FindGameObjectWithTag("Player").GetComponent <HeroCharacterController>(); anim = PC.GetComponent <Animator>(); doField = this.transform.GetComponent <DepthOfField>(); ccCurves = this.transform.GetComponent <ColorCorrectionCurves>(); particles = this.transform.GetComponent <ParticleSystem>(); maxFocusTime = focusTime; }
private ColorCorrectionCurves colorCorrection; //this NEEDS standard assets / image effects to work // Use this for initialization void Start() { for (int i = 0; i < 16; i++) { signImages[i] = GameObject.Find("Damage (" + i.ToString() + ")").GetComponent <Image>(); } currentHealth = myHealth; colorCorrection = GetComponentInChildren <ColorCorrectionCurves>(); }
public void Rpc_deathcam() { ColorCorrectionCurves ColorEfect = playerCamera.GetComponent <ColorCorrectionCurves>(); dethcam = true; ColorEfect.saturation = 0; StartCoroutine(respawningdeath()); GetComponent <MeshRenderer>().enabled = false; eyes.SetActive(false); gameObject.layer = 9; }
// Use this for initialization void Start() { halo = (Behaviour)gameObject.GetComponent("Halo"); //will replace with other visual affects blur = Camera.main.GetComponent <Blur>(); Debug.Log(blur.name); vignette = Camera.main.GetComponent <VignetteAndChromaticAberration>(); colorcorrection = Camera.main.GetComponent <ColorCorrectionCurves>(); halo.enabled = false; GUIactive = false; skillsGUI.SetActive(GUIactive); }
// Use this for initialization void Start() { IsShootPlayer = false; if (cam1 != null) { colorCtrl = cam1.GetComponent <ColorCorrectionCurves>(); } cameras = Camera.allCameras; material = Texcure.GetComponent <UITexture> ().material; GlobalScript.GetInstance().player.IsPassChange += IsPassChange; }
public override void OnStart() { base.OnStart(); _amplifyCache = GameMainReferences.Instance.AmplifyColor; _playerEntity = GameMainReferences.Instance.PlayerController.Entity; _correctionCurve = GameMainReferences.Instance.RTSCamera.GetComponent<ColorCorrectionCurves>(); if(LevelMetaInfo.Instance.StartLutTexture != null) { _amplifyCache.LutTexture = LevelMetaInfo.Instance.StartLutTexture; MainLutTexture = LevelMetaInfo.Instance.StartLutTexture; } }
// Use this for initialization void Start() { fogDensity = RenderSettings.fogDensity; //skydome = GameObject.FindGameObjectWithTag ("SkyDome").GetComponent<Sky> (); //skydomeLight = skydome.m_sunIntensity; colorCurve = Camera.main.GetComponent<ColorCorrectionCurves> (); toneMapper = Camera.main.GetComponent<Tonemapping> (); sunShafts = Camera.main.GetComponent<SunShafts> (); sunShaftIntens = sunShafts.sunShaftIntensity; colorSat = colorCurve.saturation; toneExp = toneMapper.exposureAdjustment; }
IEnumerator ResurrectPlayerCR(Seat seat) { ColorCorrectionCurves ccc = Camera.main.GetComponent <ColorCorrectionCurves>(); ccc.saturation = 0; Time.timeScale = 0.3f; ParticleSystem ps = Instantiate(ResurrectionPSPrefab, seat.PlayerAvatar.PortraitImage.transform, false); ps.Play(); yield return(new WaitForSeconds(0.8f)); ccc.saturation = 0.8f; Time.timeScale = 1f; }
public static void InitExtra(ColorCorrectionCurves colorcurves) { Keyframe[] keys = new Keyframe[2]; keys[0] = new Keyframe(0f, 0f, 0f, 1f); keys[1] = new Keyframe(1f, 1f, 1f, 0f); colorcurves.redChannel = new AnimationCurve(keys); colorcurves.greenChannel = new AnimationCurve(keys); colorcurves.blueChannel = new AnimationCurve(keys); colorcurves.depthRedChannel = new AnimationCurve(keys); colorcurves.depthGreenChannel = new AnimationCurve(keys); colorcurves.depthBlueChannel = new AnimationCurve(keys); colorcurves.zCurve = new AnimationCurve(keys); }
public IEnumerator ColorCorrection() { AudioManager.Instance.PlaySFX(BackgroundAudio); ColorCorrectionCurves s = (ColorCorrectionCurves)Cam.GetComponent("ColorCorrectionCurves"); while (s.saturation > 0) { yield return(0); s.saturation -= Time.deltaTime; } s.saturation = 0; StartCoroutine("LoadLeve"); }
public void applyToCamera() { main_curves = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<ColorCorrectionCurves>(); /* main_curves.redChannel = redChannel; main_curves.greenChannel = greenChannel; main_curves.blueChannel = blueChannel; main_curves.zCurve = zCurve; main_curves.depthRedChannel = depthRedChannel; main_curves.depthGreenChannel = depthGreenChannel; main_curves.depthBlueChannel = depthBlueChannel; main_curves.UpdateParameters(); */ main_curves.saturation = Mathf.Lerp(main_curves.saturation,saturation,Time.deltaTime*adjust_speed); }
// Use this for initialization void Start() { mainMenuUI = GameObject.FindGameObjectWithTag("MainMenuUI").GetComponent <MainMenuUI>(); camRot = GameObject.FindGameObjectWithTag("CameraRotation").GetComponent <CameraRotate>(); // endGame = GameObject.FindGameObjectWithTag("EndGame").GetComponent<EndGame>(); originPosition = new Vector2(transform.position.x, transform.position.y); camRot.enabled = false; playerRotStartTime = Time.time; playerRotJourneyLength = Quaternion.Angle(playerRotStartMarker.rotation, playerRotEndMarker.rotation); colourCorrectionCurve = GetComponentInChildren <ColorCorrectionCurves>(); }
// Update is called once per frame void Update() { ColorCorrectionCurves c = (ColorCorrectionCurves)gameObject.GetComponent("ColorCorrectionCurves"); time = Sky.GetComponent <TOD_Sky>().Cycle.Hour; if (time >= 12 && time <= 24) { t = 24 - time; } if (time >= 0 && time < 12) { t = time; } c.selectiveToColor = new Vector4((t / 12), (t / 12), (t / 12), 1); //Debug.Log(""+c.selectiveToColor); }
public void applyToCamera() { main_curves = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ColorCorrectionCurves>(); /* * main_curves.redChannel = redChannel; * main_curves.greenChannel = greenChannel; * main_curves.blueChannel = blueChannel; * main_curves.zCurve = zCurve; * main_curves.depthRedChannel = depthRedChannel; * main_curves.depthGreenChannel = depthGreenChannel; * main_curves.depthBlueChannel = depthBlueChannel; * main_curves.UpdateParameters(); */ main_curves.saturation = Mathf.Lerp(main_curves.saturation, saturation, Time.deltaTime * adjust_speed); }
public virtual void OnLevelCleanUp() { StopAllCoroutines(); if (Tilt) { Tilt.enabled = false; Tilt.blurArea = 0; Tilt = null; } if (ColorCorrection) { ColorCorrection.saturation = 1; ColorCorrection = null; } _isDesaturating = false; }
public virtual void OnLevelLoaded() { StopAllCoroutines(); Tilt = GetComponent <TiltShift>(); ColorCorrection = GetComponent <ColorCorrectionCurves>(); if (Tilt) { Tilt.enabled = false; Tilt.blurArea = 0; } if (ColorCorrection) { ColorCorrection.saturation = 1; } _isDesaturating = false; }
void Start () { ccc = gameObject.GetComponent<ColorCorrectionCurves>(); cam = gameObject.GetComponent<Camera>(); len = 60f/BPM; }
// Use this for initialization void Start() { heartRateMonitor = 1f; transformedForward = new Vector3(); finalThrust = new Vector3(); powerVomitCharged = false; initialRotation = transform.rotation; bloom = Camera.mainCamera.GetComponent("Bloom") as Bloom; noise = Camera.mainCamera.GetComponent("NoiseEffect") as NoiseEffect; colour = Camera.mainCamera.GetComponent("ColorCorrectionCurves") as ColorCorrectionCurves; particleStartSize = particleStartSize; Reset(); }
// Use this for initialization void Awake () { colorCurves = FindObjectOfType<ColorCorrectionCurves>(); islands = FindObjectsOfType<IslandManager>(); }
private void Start() { PlayerCameraContainer.Current.OnUpdateCamera += UpdateTrackers; hudColorCor = PlayerCamera.Current.GetComponent<ColorCorrectionCurves>(); }
private void Start() { _introState = IntroState.Loading; _starTime = Time.realtimeSinceStartup; _rotSpeed = 10; _lastDataCheck = -1; _storyPlaneId = 1; _webcamTex = new Texture2D(1920, 1080, TextureFormat.RGBA32, false); //_webcamTex = new Texture2D(1024, 768, TextureFormat.RGBA32, false); Planes.SetActive(false); _audioSource = GetComponent<AudioSource>(); _audioSource.clip = Resources.Load<AudioClip>("Audio/intro2"); _planeRenderer = Plane.GetComponent<Renderer>(); StoryPlane.transform.localScale = new Vector3(0.0001f, 0, 0.0001f); _tempTargetPos = new Vector3(Random.Range(-0.01f, 0.01f), Random.Range(-0.01f, 0.01f), _planeStartPos.z); var nextTex = Resources.Load<Texture2D>("Textures/Story/Story1"); StoryPlane.GetComponent<Renderer>().material.mainTexture = nextTex; _cccScriptLeft = leftCam.GetComponent<ColorCorrectionCurves>(); _cccScriptRight = rightCam.GetComponent<ColorCorrectionCurves>(); _grayScriptLeft = leftCam.GetComponent<Grayscale>(); _grayScriptRight = rightCam.GetComponent<Grayscale>(); _grayScriptLeft.enabled = false; _grayScriptRight.enabled = false; _twirlScriptLeft = leftCam.GetComponent<Twirl>(); _twirlScriptRight = rightCam.GetComponent<Twirl>(); _twirlScriptLeft.enabled = false; _twirlScriptRight.enabled = false; }
void Start() { lasers = this.GetComponent<LineRenderer> (); desiredCanvasPos = canvas.localPosition; desiredCanvasScale = canvas.localScale; treefield = GameObject.Find ("TreeInputField").GetComponent<InputField> (); treeslider = GameObject.Find ("trees_slider").GetComponent<Slider> (); rockfield = GameObject.Find ("RockInputField").GetComponent<InputField> (); rockslider = GameObject.Find ("rocks_slider").GetComponent<Slider> (); colorCorrect = GameObject.Find ("Camera").GetComponent<ColorCorrectionCurves> (); }
void FindComponents() { ScreenOverlayScript = Camera.main.GetComponent<ScreenOverlay> (); // Finds the rigidbody this script is attached to. rb = GetComponent<Rigidbody> (); // Finds Game Controller script. gameControllerScript = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GameController> (); // Finds Player Mesh Collider (note collider and mesh comonents are two different GameObjects). PlayerCollider = GameObject.Find ("Collider").GetComponent<MeshCollider>(); // Finds Player Mesh Renderer if (isClone == false) { PlayerMesh = GameObject.FindGameObjectWithTag ("PlayerMesh").GetComponent<MeshRenderer> (); } // Timescale controller script. timeScaleControllerScript = GameObject.FindGameObjectWithTag ("TimeScaleController").GetComponent<TimescaleController> (); // Finds color correction curves script. ColorCorrectionCurvesScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<ColorCorrectionCurves>(); // Finds Camera Shake script. if (GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Camera> ().enabled == true && isClone == false) { camShakeScrpt = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<CameraShake> (); LensScript = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<Lens> (); } Shafts = GameObject.FindGameObjectWithTag ("Shafts"); }