void SetInitialReferences() { if (LawContainers.Length != lawContentStrings.Length) { //Debug.LogError("There must be 1 textbox for each laws"); } for (int i = 0; i < LawContainers.Length; i++) { Transform container = LawContainers[i].transform; TMP_Text lawTitle = container.Find("LawPanel/Text (TMP)").GetComponent <TMP_Text>(); TMP_Text lawContent = container.Find("ContentPanel/Text (TMP)") .GetComponent <TMP_Text>(); lawTitleTMP.Add(lawTitle); lawContentTMP.Add(lawContent); } mainTitleTMP = transform.Find("Panel/TitlePanel/Text (TMP)") .GetComponent <TMP_Text>(); _glitchEffect = FindObjectOfType <GlitchEffect>(); _glitchEffect.enabled = false; _fader = FindObjectOfType <Fading>(); }
// Use this for initialization void Awake() { fx = GetComponent <GlitchEffect>(); storeIntensity = fx.intensity; fx.intensity = Intensity; Invoke("StopGlitchEffect", TimeGlitching); }
//private void OnLevelWasLoaded(int level) //{ // Init(); //} public void Init() { glitchEffect = FindObjectOfType <GlitchEffect>(); glitchEffect.enabled = false; textCanvasGrewp.alpha = 0; fadeCanvasGrewp.alpha = 0; }
public void PushBugs(GlitchEffect effect) { if (this.IsDeath) { return; } GameManager.Instance.AddScore(scoreByBugs); Source.PlayOneShot(glitchSound); if (effect == null) { return; } if (currentGlitches.Any(item => item.GetType() == effect.GetType()) == false) { currentGlitches.Add(effect); #if GAME_JOLT if (currentGlitches.Count >= GlitchEffect.allGlitchEffects.Length) { TrophiesManager.UnlockTrophy(Trophy.ICantSeeAnything); } #endif global::Console.Instance.GetWriter().WriteLine($"<color=#FF3107>ERROR:: <color=#FFCD00>{effect.Description}</color></color>"); effect.WhenCollect(); } }
// Use this for initialization void Start() { glitchEffectManager = gameObject.GetComponent <GlitchEffect>(); effectTime = 0.0F; effectRange = 0.0F; }
// Use this for initialization void Start() { newloc_pos = new Vector3(-.58f, 2.49f, 10f); lenght = Vector3.Distance(this.transform.position, newloc_pos); StartCoroutine(delayMove()); glitchNow = camera_main.GetComponent <GlitchEffect> (); _myAud = GetComponent <AudioSource> (); }
void Awake() { _glitchEffect = GetComponent <GlitchEffect>(); _glitchEffect.enabled = false; _superBlur = GetComponent <SuperBlur.SuperBlur>(); _superBlur.enabled = false; }
// Start is called before the first frame update void Start() { inputManager = GetComponent <InputManager>(); ui = GameObject.FindGameObjectWithTag("UI").GetComponent <UI_Manager>(); glitch = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <GlitchEffect>(); inputManager.Initialize(); ui.Initialize(); }
void Awake() { _nav = GetComponent <NavMeshAgent>(); _nav.updateRotation = false; _glitchEffect = Player.GetComponentInChildren <GlitchEffect>(); _deadPixelGenerator = Player.GetComponentInChildren <DeadPixelGenerator>(); _apocalypseFilter = Player.GetComponentInChildren <ApocalypseFilter>(); _grain = Player.GetComponentInChildren <PostProcessVolume>().sharedProfile.GetSetting <Grain>(); }
void Start() { MixerInteractive.OnInteractiveButtonEvent += OnInteractiveButtonEvent; MixerInteractive.GoInteractive(); mirror = FindObjectOfType <Kino.Mirror>(); glitchEffect = FindObjectOfType <GlitchEffect>(); datamosh = FindObjectOfType <Kino.Datamosh>(); grabbyTheAvatar = FindObjectOfType <GrabAvatar>(); }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); image = this.GetComponentInChildren <Image>(); image.color = Color.black; glitch = Camera.main.GetComponent <GlitchEffect>(); player.isCutScene = true; audioManager = GameObject.Find("SceneAudioManager").GetComponent <SceneAudioManager>(); StartCoroutine(PlayCutScene()); }
// Use this for initialization void Start () { initPos = transform.position; glitch1 = GetComponent<CC_Glitch>(); glitch2 = GetComponent<GlitchEffect>(); OSCMaster.glitchReceived += glitchReceived; OSCMaster.pingReceived += pingReceived; pingMat = transform.FindChild("Ping").GetComponent<Renderer>().material; }
public void HandlePowerDown(PowerDownEvent e) { glitchEffect = FindObjectOfType <GlitchEffect>(); glitchEffect.enabled = true; glitchEffect.overallIntensity = powerDownGlitchIntensitay; FMODUnity.RuntimeManager.PlayOneShot("event:/SFX/Xtra_SFX/Fail_State"); StartCoroutine(FadeOut()); }
void Awake() { _firstPersonController = GetComponent <FirstPersonController>(); _actionController = GetComponent <ActionController>(); _visionToggler = GetComponent <VisionToggler>(); _leanScript = GetComponentInChildren <Lean>(); _camera = GetComponentInChildren <Camera>(); _postProcessingBehaviour = GetComponentInChildren <PostProcessingBehaviour>(); _audioListener = GetComponentInChildren <AudioListener>(); _playerHudController = GetComponent <PlayerHUDController>(); _glitchEffect = GetComponentInChildren <GlitchEffect>(); }
protected override void OnCollect() { switch (CurrentBulletType) { case BulletType.Deadly: PlayerController.Instance.Kill(); break; case BulletType.Buggy: PlayerController.Instance.PushBugs(GlitchEffect.GetRandomGlitchEffect()); break; } }
private void Awake() { // There should be only one NighVision script in the hub level, and it's applied to the main camera. nightVision = Camera.main.GetComponent <NightVision>(); // The main camera also has a glitch effect script. glitchEffect = Camera.main.GetComponent <GlitchEffect>(); if (zoneType == ZoneType.Switch) { connectedPowerable = GetComponentInParent <PowerableObject>(); } }
private IEnumerator StartGlitchEffect() { GlitchEffect glitchEffect = camera.GetComponent <GlitchEffect>(); float value = 0; while (Math.Abs(value - 1) > 0.05) { value = Mathf.Lerp(value, 1, Time.deltaTime / 10); glitchEffect.intensity = value; glitchEffect.colorIntensity = value; glitchEffect.flipIntensity = value; yield return(null); } }
// Use this for initialization void Start() { ge = centerCamera.GetComponent <GlitchEffect>(); ve = centerCamera.GetComponent <VHSPostProcessEffect>(); de = centerCamera.GetComponent <DarkenEffect>(); for (int i = 0; i < maxLine; i++) { display.Add(""); } //keyboard.SetActive(false); //lockScreen.SetActive(false); //text.enabled = false; keyboardAudio.clip = keyboardClick; terminalAudio.clip = error; }
// Use this for initialization void Start() { characterMove = GetComponent <Movement> (); anime = playerIdel.GetComponent <Animator> (); anie_end = endingAnimation.GetComponent <Animator> (); characterMove.TurnOffMoveControll(); _isMoveUnderControl = characterMove.MoveTo(destination.transform.position); glitchNow = camera_main.GetComponent <GlitchEffect> (); StartCoroutine(startAnimation()); PublicVariables.monsterDead = false; _myAud = GetComponent <AudioSource> (); }
void Start() { // var camera = Camera.current; if (camera != null) { Debug.Log("got cam"); glitchEffect = camera.GetComponent <GlitchEffect>(); StartGlitch(); } warningCanvas = GameObject.FindGameObjectWithTag("Respawn"); StartCoroutine(ScrambleDecorations()); Terminal.Shell.AddCommand("platform", PlatForm, 0, 2, "Manage Platforms. What was it even for ?"); Terminal.Shell.AddCommand("cam", Camera, 1, 1, "Manage Camera. Those godamned bees messing with my brains!"); Terminal.Shell.AddCommand("graphism", Graphism, 1, 1, "Manage Graphism. Let's get beautiful !"); Terminal.Shell.AddCommand("respawn", Respawn, 0, 0, "I have a feeling of déjà-vu..."); }
private void glitchCamera(Camera cam, float factor) { if (!cam) { return; } GameObject go = cam.gameObject; // Not the same camera, make sure any glitches are removed from the previous camera. if (currentCamGO && currentCamGO != go) { var tmp = currentCamGO.GetComponent <GlitchEffect>(); if (tmp) { tmp.enabled = false; Destroy(tmp); } } GlitchEffect glitch = go.GetComponent <GlitchEffect>(); if (glitch == null) { Debug.LogWarning("New glitch!"); glitch = go.AddComponent <GlitchEffect>(); glitch.shader = glitchShader; } glitch.O1 = Mathf.Lerp(0.025f, 0.75f, FirstChaos); glitch.S1 = Mathf.Lerp(0.5f, 10.0f, FirstChaos); glitch.O2 = Mathf.Lerp(0.001f, 0.08f, SecondChaos); glitch.S2 = Mathf.Lerp(5.0f, 100.0f, SecondChaos); glitch.Factor = factor; glitch.unitValue = UnitScrubValue; glitch.Span = Span; glitch.Rate = Rate; //glitch.glitchMesh = glitchMesh; glitch.enabled = true; currentCamGO = go; Dbg_Camera = go.name.ToString(); Dbg_Factor = factor.ToString(); }
// Use this for initialization void Start() { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.OnDash += StartCamShake; isTransitioning = false; isShakeing = false; isLocked = false; smoothLock = false; lockPos = Vector2.zero; if (pos != null && pos.testMode == true) { corner = pos.corner; corner2 = pos.corner2; } if (this.transform.Find("Near") != null) { near = this.transform.Find("Near").gameObject; } if (this.transform.Find("Near'") != null) { nearR = this.transform.Find("Near'").gameObject; } if (near != null && nearR != null) { nearDis = nearR.transform.position.x - near.transform.position.x; } nearShift = 0; if (this.transform.Find("Far") != null) { far = this.transform.Find("Far").gameObject; } if (this.transform.Find("Far'") != null) { farR = this.transform.Find("Far'").gameObject; } if (far != null && farR != null) { farDis = farR.transform.position.x - far.transform.position.x; } nearShift = 0; glitch = this.GetComponent <GlitchEffect>(); }
void Start() { Screen.showCursor = false; playersChosenID = new int[4]; currentPlayersChosenSlotID = 0; selected = 0; StartGameText.SetActive(false); Glitch = gameObject.GetComponent <GlitchEffect>(); //iTween.RotateTo(gameObject, iTween.Hash("rotation", transform.position, iTween.EaseType.easeInOutSine, "time", 1.3f)); //iTween.RotateBy(gameObject, iTween.Hash("y", .25, "easeType", "easeInOutBack", "loopType", iTween.LoopType.none, "delay", .4)); // make controllers ready ControllerPlayers = new List <ControllerPlayer>(); for (int i = 0; i < 4; ++i) { PlayerIndex testPlayerIndex = (PlayerIndex)i; ControllerPlayer p = new ControllerPlayer(testPlayerIndex); ControllerPlayers.Add(p); } // make cameras ready currentSlots = new int[4]; readyToMoveSlot = new bool[4]; MyCharacter = new RunAnimDummy[4]; OriginalScales = new Vector3[4]; OriginalPositions = new Vector3[4]; for (int i = 0; i < 4; i++) { FourCamerasSpots[i].transform.position = FourSlots[i].transform.position; currentSlots[i] = i; OriginalScales[i] = PlaneSlots[i].transform.localScale; OriginalPositions[i] = PlaneSlots[i].transform.position; readyToMoveSlot[i] = false; } selected = 0; }
void Start() { Screen.showCursor = false; playersChosenID = new int[4]; currentPlayersChosenSlotID = 0; selected = 0; StartGameText.SetActive(false); Glitch = gameObject.GetComponent<GlitchEffect>(); //iTween.RotateTo(gameObject, iTween.Hash("rotation", transform.position, iTween.EaseType.easeInOutSine, "time", 1.3f)); //iTween.RotateBy(gameObject, iTween.Hash("y", .25, "easeType", "easeInOutBack", "loopType", iTween.LoopType.none, "delay", .4)); // make controllers ready ControllerPlayers = new List<ControllerPlayer>(); for (int i = 0; i < 4; ++i) { PlayerIndex testPlayerIndex = (PlayerIndex)i; ControllerPlayer p = new ControllerPlayer(testPlayerIndex); ControllerPlayers.Add(p); } // make cameras ready currentSlots = new int[4]; readyToMoveSlot = new bool[4]; MyCharacter = new RunAnimDummy[4]; OriginalScales = new Vector3[4]; OriginalPositions = new Vector3[4]; for (int i = 0; i < 4; i++) { FourCamerasSpots[i].transform.position = FourSlots[i].transform.position; currentSlots[i] = i; OriginalScales[i] = PlaneSlots[i].transform.localScale; OriginalPositions[i] = PlaneSlots[i].transform.position; readyToMoveSlot[i] = false; } selected = 0; }
// Update is called once per frame void OnCollisionEnter() { if (CameraPosition == null) { CameraPosition = GameObject.FindWithTag("CameraTarget"); } if (CameraTarget == null) { CameraTarget = GameObject.FindWithTag("CameraLookAtTarget"); } if (glitch == null) { glitch = (GlitchEffect)GameObject.FindWithTag("MainCamera").GetComponent<GlitchEffect>(); } var exPlayer = new GameObject (); exPlayer.tag = "Player"; exPlayer.transform.position = transform.position; exPlayer.transform.rotation = transform.rotation; exPlayer.transform.parent = transform.parent; var explosionClone = (GameObject)Instantiate (explosion, exPlayer.transform.position, exPlayer.transform.rotation); explosionClone.tag = "PlayerDead"; explosionClone.transform.parent = exPlayer.transform; CameraPosition.transform.parent = exPlayer.transform; CameraTarget.transform.parent = exPlayer.transform; glitch.intensity = 2; Destroy (gameObject); }
void Start() { instance = this; _material = new Material(Shader); }
protected override void OnCollect() { PlayerController.Instance.PushBugs(GlitchEffect.GetRandomGlitchEffect()); }
void Start() { gefx = gameObject.GetComponent <GlitchEffect> (); }
// Start is called before the first frame update void Start() { glitch = GetComponent <GlitchEffect>(); glitch.GetComponent <GlitchEffect>().enabled = false; }
// Use this for initialization void Start() { pivotPos = transform.position; ge = camera.GetComponent <GlitchEffect>(); de = camera.GetComponent <DarkenEffect>(); }
private void Awake() { glitch = Camera.main.GetComponent <GlitchEffect>(); glitch.enabled = false; }
void Awake() { GM = GameObject.Find("Game_Manager").GetComponent <Game_Manager>(); glitchEffects = GameObject.Find("Camera").GetComponent <GlitchEffect>(); }
protected override void OnColidWithPlayer(PlayerController player) { PlayerController.Instance.PushBugs(GlitchEffect.GetRandomGlitchEffect()); Explode(); }