private void OnTriggerEnter(Collider other) { if (other.gameObject.tag != "Wind") { WindForce tempWindForce = other.gameObject.AddComponent <WindForce>(); tempWindForce.setForce(windDirection); } }
private void Start() { _force = GameObject.FindObjectOfType <WindForce>(); _storm = GameObject.FindObjectOfType <Storm>(); _rayStartingPoint = Vector3.zero; StormCenterPosition = Vector3.zero; smoothStepTime = new[] { 1f, 1f, 1f }; Invoke(nameof(_setWindDirectionAndInvokeSmall), 1.0f); Invoke(nameof(_setWindDirectionAndInvokeMedium), 1.0f); Invoke(nameof(_setWindDirectionAndInvokeBig), 1.0f); //Sped up setting used for debugging //Invoke(nameof(_setWindDirectionAndInvokeBig), 20.0f); //Original setting }
protected virtual void Start() { Mass = 1.0f; //Set the needed variables in the inheriting classes. E.g. set the mass for the player. Construct(); //Construct an IdleState SetState(); state.Construct(); anim = GetComponent <Animator>(); //Find the storm objects storm = GameObject.FindObjectOfType <Storm>(); force = GameObject.FindObjectOfType <WindForce>(); direction = GameObject.FindObjectOfType <WindDirection>(); }
private void Start() { coll = GetComponent <BoxCollider>(); particleSystems = GetComponentsInChildren <ParticleSystem>(); psMain = new ParticleSystem.MainModule[particleSystems.Length]; psShape = new ParticleSystem.ShapeModule[particleSystems.Length]; psEmission = new ParticleSystem.EmissionModule[particleSystems.Length]; for (int i = 0; i < particleSystems.Length; i++) { psMain[i] = particleSystems[i].main; psShape[i] = particleSystems[i].shape; psEmission[i] = particleSystems[i].emission; } windForce = GetComponent <WindForce>(); }
private void Start() { _windCenter = GameObject.FindGameObjectWithTag("WindCenter"); _storm = _windCenter.GetComponent <Storm>(); _windDirection = _storm.GetComponent <WindDirection>(); _windForce = _storm.GetComponent <WindForce>(); _stormCloud = _storm.stormCloud; _player = GameObject.FindGameObjectWithTag("Player"); _baseMotor = _player.GetComponent <BaseMotor>(); _inGameMenu = GameObject.FindGameObjectWithTag("GameUI").GetComponent <InGameMenu>(); _findIslandOrigins(); _setUpPortals(); _inGameMenu.UpdateText(); Invoke(nameof(_activateCurrentPortal), countdownTilPortalActive); }
private void Awake() { _direction = gameObject.AddComponent <WindDirection>(); _force = gameObject.AddComponent <WindForce>(); }
public VehicleModel() { VehicleOverview = new VehicleOverview(); engine = new Engine(); starter = new Starter(); gearBox = new GearBox(); vehGearNum = 0; for (int i = 0; i < subGears.Length; i++) { subGears[i] = new SubGear(); } windForce = new WindForce(); steeringFactor = new SteeringFactor(); steering = new Steering(); fuelTank = new FuelTank(); for (int i = 0; i < otherSteerings.Length; i++) { otherSteerings[i] = new OtherSteering(); } carVibration = new CarVibration(); brakesCommon = new Brakes(); physicsCrashSetting = new PhysicsCrashSetting(); ignoreHeadCollision = false; exhaust = new Exhaust(); roughness = new Roughness(); engineHealth = new EngineHealth(); fuelTankOnCrash = 0; engineParticles = new EngineParticles(); gearboxSettings = new GearboxSettings(); wheels = new Wheel(); body = new Body(); bumper = new Bumper(); windowGlass = new WindowGlass(); light = new Light(); licencePlate = new LicencePlate(); mirror = new Mirror(); wing = new Wing(); door = new Door(); roof = new Roof(); unknown = new Unknown(); engineSoundSet = new EngineSoundSet(); engineSound1 = new EngineSound(); engineSound2 = new EngineSound(); engineSound3 = new EngineSound(); engineSound4 = new EngineSound4(); insideSoundSet = new InsideSoundSet(); carSmallHitType = new CarSmallHitType(); carShortCrashTypeB1 = new CarShortCrashType(); carShortCrashWithGlassTypeC1 = new CarShortCrashType(); unknownSound1 = ""; unknownSound2 = ""; engineStartSound = new EngineStartSound(); engineSoundDriving = new EngineSoundDriving(); for (int i = 0; i < engineSoundOnGears.Length; i++) { engineSoundOnGears[i] = new EngineSoundOnGear(); } engineSoundIdle = new EngineSoundIdle(); wheelSoundWhilePunctured = new WheelSoundWhilePunctured(); carSmallHitType1 = new CarSmallHitType(); carLongCrashType1 = new CarLongCrashType(); carShortCrashWithGlassType1 = new CarShortCrashType(); doorOpenCloseSound = new DoorOpenCloseSound(); insideSoundSet = new InsideSoundSet(); carSmallHitType = new CarSmallHitType(); carLongCrashType2 = new CarLongCrashType(); carShortCrashTypeB1 = new CarShortCrashType(); carShortCrashWithGlassTypeC1 = new CarShortCrashType(); unknownSound1 = ""; unknownSound2 = ""; carShortCrashTypeB2 = new CarShortCrashType(); carShortCrashWithGlassType1 = new CarShortCrashType(); doorOpenCloseSound = new DoorOpenCloseSound(); }