// Start is called before the first frame update void Start() { lastFishCool = UTimer.Initialize(lastFishTimer, this, OnLastFishTimer); afterLastFishCool = UTimer.Initialize(timeAfterLastFish, this, OnAfterLastFish); lastFishCool.start(); }
// Start is called before the first frame update void Start() { spiderReelAudio = FMODUnity.RuntimeManager.CreateInstance(spiderMoveAudioEvent); isMoving = false; spiderReelAudio.start(); spiderReelAudio.setPaused(true); timerIdle = UTimer.Initialize(timeToBeIdle, this, StartIdle); }
// Start is called before the first frame update void Start() { fishingManagement = GetComponent <FishingManagement>(); poseFishing = GetComponent <RepresentationPositionFishing>(); hapticDistance = GetComponent <HapticDistance>(); hapticDistance.enabled = false; fishEscapingTimer = UTimer.Initialize(5, this, moveEscapingFish); }
// Start is called before the first frame update void Start() { bobberTimer = UTimer.Initialize(0.1f, this, setBobberKinematicOnFalse); bendyRod.GetComponent <Renderer>().enabled = false; setCableComponentValues(); setBendySpringJointNormalState(); unsetBendyPhysic(); }
// Start is called before the first frame update void Start() { fishEscapingTimer = UTimer.Initialize(moveFrequence, this, moveEscapingFish); splashTimer = UTimer.Initialize(timeBeforeColorSplash, this, CreateSplash); Vector3 force = new Vector3(0, 250, 0) * GetComponent <Rigidbody>().mass; GetComponent <Rigidbody>().AddForce(force); fishEscapingTimer.start(); }
private void Awake() { //timer to activate immediately, the neighbour sleeps unitl the end of the timer timerBetweenRestSigne = UTimer.Initialize(settings.InitialTimeBetween2Checks, this, Checking); //timer to activate after the last one, the neighbour switch on its sign and let it visible until the end of the timer timerBetweenSigneComing = UTimer.Initialize(settings.InitialTimeDtection, this, Coming); //timer to activate after the last one, the neighbour check if the player is making some noise until the end of the timer timerBetweenComingDeparture = UTimer.Initialize(settings.InitialReactionTime, this, Departure); }
void Awake() { timerCops = UTimer.Initialize(timeBeforeArrieeDesCops, this, LaunchPoliceAnimation); timerEndScene = UTimer.Initialize(timeSceneGameOver, this, changeScene); }
// Start is called before the first frame update void Start() { FishTimer = UTimer.Initialize(0, this, StartShoeFish); //UnfishTimer = UTimer.Initialize(0, this, ReleaseFish); }
// Start is called before the first frame update void Start() { timerOnFil = UTimer.Initialize(tempsSurLeFil, this, debutDebatFil); //moucheVole = FMODUnity.RuntimeManager.CreateInstance(moucheVoleEvent); //moucheVole.start(); }
// Start is called before the first frame update void Start() { clignotement = UTimer.Initialize(frequenceIndication, this, startClignotement, true); }
private void Start() { timer = UTimer.Initialize(timeBeforeAllowBeginGame, this, allow); timer.start(); }
// Start is called before the first frame update void Start() { anim = GetComponentInChildren <Animator>(); timerBlink = UTimer.Initialize(blinkFrequency, this, blink); timerBlink.start(); }
// Start is called before the first frame update void Start() { timerPansementCamera = UTimer.Initialize(0.1f, this, pansementCamera); timerPansementCamera.start(); }
// Start is called before the first frame update void Start() { rideTimer = UTimer.Initialize(rideSpawnFrequency, this, SpawnRide); }
private void Awake() { listThingThrown = new List <GameObject>(); ThrowTimer = UTimer.Initialize(settings.timeBetweenThrow, this, ThrowObject); }