void Awake() { if (instance == null) { instance = this; } }
public SimpleCameraShake shake; // the reference to our camera shake script on the MainCam void Awake() { //cache a reference to this gameObject. thisGameObject = this.gameObject; //Setup Shake and Chroma Script References... both scripts are on the main camera shake = Camera.main.GetComponent <SimpleCameraShake>(); chroma = Camera.main.GetComponent <ChromaticAberration>(); }
// Use this for initialization void Start() { //use mainCamera reference to get the Chromatic Abberation and Camera Shake References setup; chromo = mainCam.GetComponent <ChromaticAberration>(); shake = mainCam.GetComponent <SimpleCameraShake>(); //get a count of the colors and store in numOfColors(another integer variable from the enum that will helps us later) numOfColors = System.Enum.GetValues(typeof(PlayerColor)).Length; }
public override void OnInspectorGUI() { base.OnInspectorGUI(); SimpleCameraShake shake = (SimpleCameraShake)target; EditorGUILayout.Space(); EditorGUILayout.LabelField("Preview parameters"); duration = EditorGUILayout.FloatField("Duration", duration); noise = (NoiseSettings)EditorGUILayout.ObjectField("Noise", noise, typeof(NoiseSettings), true); if (GUILayout.Button("Preview")) { shake.EditorPreviewShake(duration, noise); } }
void Awake() { //I usually use awake for setting up references, so we will do that first. //the next three lines will get a reference to the 3 gameObjects in the game scenes that control the powerUp //effects. These gameObjects each have a spriteRenderer that is used to display the powerUp labels and some have //borders (like Freeze Effect). //all of the tags in the game are stored in [const readonly strings], in our Tags Class. There was quite a few //different tags, and since I would prefer the scripts to autoComplete, I created read only strings for them. freezeEffectGameObject = GameObject.FindGameObjectWithTag(Tags.freezeEffectGameObjectTag).GetComponent <FreezeEffect>(); frenzyEffectGameObject = GameObject.FindGameObjectWithTag(Tags.frenzyEffectGameObjectTag).GetComponent <FrenzyEffect>(); twoTimesScoreEffectGameObject = GameObject.FindGameObjectWithTag(Tags.twoTimesScoreEffectGameObjectTag).GetComponent <TwoTimesScoreEffect>(); //cache a reference to this gameObject. thisGameObject = this.gameObject; //Setup Shake and Chroma Script References... both scripts are on the main camera shake = Camera.main.GetComponent <SimpleCameraShake>(); chroma = Camera.main.GetComponent <ChromaticAberration>(); }
void Start() { chromo = mainCam.GetComponent <ChromaticAberration>(); shake = mainCam.GetComponent <SimpleCameraShake>(); numOfColors = System.Enum.GetValues(typeof(PlayerColor)).Length; }
void Awake() { //Setup Shake and Chroma Script References... both scripts are on the main camera shake = Camera.main.GetComponent <SimpleCameraShake>(); chroma = Camera.main.GetComponent <ChromaticAberration>(); }