void Start() { lights = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); sprite = GetComponent <SpriteRenderer>(); sound = GetComponent <AudioSource>(); LifeSystem = FindObjectOfType <LiveCounterScript>(); }
//Get the point light and store that locally here //GET 2d box COLLIDER AND STORE THAT HERE //set variable for how many flickers per second //in update get random number, disable everything, enable after the flicker time void Start() { light = gameObject.GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); collider = gameObject.GetComponent <CircleCollider2D>(); flickerDuration = 3f; flickerStartTime = Time.time; }
public float IceDrop() { int leftRight = Random.Range(0, 2); switch (leftRight) { case 0: spawnPoses = icicleLeftPoses; spawnTimes = new float[icicleLeftPos.childCount]; spawnObjects = new GameObject[icicleLeftPos.childCount]; usedLight = lightLeft; usedAudio = audioLeft; break; case 1: spawnPoses = icicleRightPoses; spawnTimes = new float[icicleRightPos.childCount]; spawnObjects = new GameObject[icicleRightPos.childCount]; usedLight = lightRight; usedAudio = audioRight; break; } float currentTime = Time.time; for (int i = 0; i < spawnTimes.Length; i++) { spawnTimes[i] = currentTime + ((i + 1) * icicleSpawnDelay); } isTriggered = true; usedLight.enabled = true; usedLight.intensity = 0; usedAudio.Play(); return(5.0f); }
void Start() { myCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); globalLight = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); colourArrayIndex = 6; globalLight.color = colours[colourArrayIndex]; }
// Start is called before the first frame update void Start() { renderer = GetComponent <SpriteRenderer>(); currentTransition = AlphaTransition.OpaqueToAlpha; duration = interpolateDuration; light2DComponent = lightObject.GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); }
void Start() { spawnCounter = 0; isTriggered = false; icicleLeftPos = transform.Find("IciclePosManager_Left"); icicleLeftPoses = new Transform[icicleLeftPos.childCount]; icicleRightPos = transform.Find("IciclePosManager_Right"); icicleRightPoses = new Transform[icicleLeftPos.childCount]; for (int i = 0; i < icicleLeftPos.childCount; i++) { icicleLeftPoses[i] = icicleLeftPos.GetChild(i); } for (int i = 0; i < icicleRightPos.childCount; i++) { icicleRightPoses[i] = icicleRightPos.GetChild(i); } lightLeft = GameObject.Find("IcicleLight_Left").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); lightRight = GameObject.Find("IcicleLight_Right").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); lightMaxIntensity = lightLeft.intensity; lightTimer = lightTimerValue; audioLeft = GameObject.Find("Audio_Left").GetComponent <AudioSource>(); audioRight = GameObject.Find("Audio_Right").GetComponent <AudioSource>(); }
private void UpdateLight() { if (shapeLight != null) { Destroy(shapeLight.gameObject); } GameObject light = Instantiate(lightPrefab, transform.position, Quaternion.identity); light.transform.SetParent(transform); shapeLight = light.GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); float startAngle = angle / 2; for (int i = 0; i < 10; i++) { startAngle += angle / 10; RaycastHit2D hit = Physics2D.Raycast(transform.position, Quaternion.Euler(0, 0, startAngle) * transform.rotation * Vector3.right, distance, lightLayer); if (hit.collider == null) { shapeLight.shapePath[i] = Quaternion.Euler(0, 0, startAngle) * transform.rotation * Vector3.right * distance; } else { shapeLight.shapePath[i] = transform.worldToLocalMatrix * hit.point; } } shapeLight.shapePath[10] = Vector3.zero; // SetFieldValue<Vector3[]>(shapeLight, "m_ShapePath", points); }
// Start is called before the first frame update void Start() { light2D = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); baseIntensity = light2D.intensity; high = false; StartCoroutine(lerpLight(start, end, time)); }
// Start is called before the first frame update void Start() { Transform player = InstanceManager <GameManager> .GetInstance("GameManager").Player.transform; transform.localScale = (player.transform.localScale / Random.Range(20, 10)); light2D = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); float intensity; float radius; if (player.localScale.x >= 0.3f) { intensity = 0.5f; radius = 1f; } else if (player.localScale.x >= 2f) { intensity = 1f; radius = 2f; } else { intensity = 0.1f; radius = 0.2f; } light2D.intensity = intensity; light2D.pointLightOuterRadius = radius; }
void Start() { light2d = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); light2d.pointLightOuterRadius = 0; player = GameObject.Find("Player").transform; playerController = FindObjectOfType <PlayerController>(); }
public void SetZone() { isDead = false; lightController = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); lightController.pointLightOuterRadius = zoneRadius; GetComponent <CircleCollider2D>().enabled = true; GetComponent <CircleCollider2D>().radius = zoneRadius; }
void Start() { playerLight = GameObject.Find("Player").GetComponent <Light2D>(); playerLight.intensity = 0; // light.color = new Vector4(0.83f, 0.81f, 0.42f, 1); precipitation = ParameterManager.instance.precipitation; season = GameObject.Find("ParametersManager").GetComponent <ParameterManager>().startSeason; changeSeason(); }
// Start is called before the first frame update void Start() { rigidbody2d = GetComponent <Rigidbody2D>(); GameObject mPlayerLight = GameObject.FindWithTag("PlayerLight"); playerLight = mPlayerLight.GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); currentHealth = 1; ChangeHealth(4); }
void Start() { playerRb = GetComponent <Rigidbody2D>(); sprRend = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); myLight = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); attackCooldown = attackCooldownTime; }
void Start() { smoothQueue = new Queue <float>(smoothing); // External or internal light? if (light == null) { light = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); } }
void Start() { myLight = this.GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); //myLight.color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f); if (hasRandomSpeed) { pulseSpeed = Random.Range(minPulseSpeed, maxPulseSpeed); } }
private float tmpv; //Velocidad original de Lucy, se guarda para que cuando cambie pueda regresar a su estado original void Start() { //Se inician los componentes necesarios col = GetComponent <CircleCollider2D>(); lt = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); col.radius = sizeRad; lt.pointLightOuterRadius = 2f; tmpv = MainChar.spd; transform.gameObject.tag = "detectable"; //Lucy se establece como detectable }
//public ParticleSystem WeatherParticleSys; // Start is called before the first frame update void Start() { Sun = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); WeatherNameText.text = weatherState.WeatherName; var ps = GetComponent <ParticleSystem>(); var As = GetComponent <AudioSource>(); As.clip = weatherState.SoundClip; As.Play(); }
void Start() { joint = gameObject.AddComponent <FixedJoint2D>(); joint1 = gameObject.AddComponent <FixedJoint2D>(); joint.enabled = false; joint1.enabled = false; rightleg = GameObject.FindGameObjectsWithTag("Attach"); leftleg = GameObject.FindGameObjectsWithTag("AttachLeft"); light = GetComponentInChildren <UnityEngine.Experimental.Rendering.Universal.Light2D>(); particle.Stop(); }
private void Awake() { GhostGlow = GetComponentInChildren <UnityEngine.Experimental.Rendering.Universal.Light2D>(); ghostRenderer = GetComponentInChildren <SpriteRenderer>(); happiness = GetComponentInChildren <HealthBarScript>(); if (_questItemPrefab) { hasQuest = true; } }
new void Start() { setLight = true; light = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); audioSource = GetComponent <AudioSource>(); if (textManager == null) { textManager = GameObject.Find("TextManager").GetComponent <TextManager>(); } base.Start(); }
void Start() { pv = GetComponent <PhotonView>(); globalLight = GetComponent <Light2D>(); maxTime = dayTime + dayToNightTime + nightTime + nightToDayTime; if (SceneManager.GetActiveScene().name != "Tutorial") { StartCoroutine(cor()); spawner.DaybyDay(day); } }
private void Awake() { laserTriggered = false; volumeProfile.TryGet(out bloom); // bloomIntensityDefault = bloom.intensity.value; m_transform = GetComponent <Transform>(); m_lineRenderer = GetComponent <LineRenderer>(); particleSystem = GetComponent <ParticleSystem>(); light = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); col = GetComponent <Collider2D>(); audioSource = GetComponent <AudioSource>(); }
void Start() { fireParticleEffect = this.gameObject.GetComponent <ParticleSystem>(); torch2dLightComponent = this.gameObject.GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); torch2dLightComponent.intensity = maxTorchLightIntensity; isTorchActive = false; fireParticleEffect.Stop(); torch2dLightComponent.enabled = false; }
// Start is called before the first frame update void Start() { myLight = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); if (myLight == null) { Debug.LogError("Flicker script must have a Light Component on the same GameObject."); return; } _baseIntensity = myLight.intensity; StartCoroutine(DoFlicker()); }
void Start() { rb2d = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); xScale = rb2d.transform.localScale; globalLight = GameObject.Find("Global Light").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); brightLightRight = GameObject.Find("Right Eye Bright Light").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); brightLightLeft = GameObject.Find("Left Eye Bright Light").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); brightLightRight.intensity = defaultLightRight; brightLightLeft.intensity = defaultLightLeft; }
// Start is called before the first frame update void Start() { rb = gameObject.GetComponent <Rigidbody2D>(); audioSource = gameObject.GetComponent <AudioSource>(); gunfire = gameObject.transform.Find("Gunfire").GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); torchCollider = gameObject.transform.Find("Torch").GetComponent <TorchCollider>(); rb.freezeRotation = true; startPos = transform.position; playerAnimator = gameObject.GetComponent <Animator>(); torchInnerRadius = torch.pointLightInnerRadius; torchOuterRadius = torch.pointLightOuterRadius; torchInnerAngle = torch.pointLightInnerAngle; torchOuterAngle = torch.pointLightOuterAngle; }
public static void ErrorIfDuplicateGlobalLight(Light2D light) { if (light.lightType != Light2D.LightType.Global) { return; } foreach (var sortingLayer in light.affectedSortingLayers) { // should this really trigger at runtime? if (ContainsDuplicateGlobalLight(sortingLayer, light.blendStyleIndex)) { Debug.LogError("More than one global light on layer " + SortingLayer.IDToName(sortingLayer) + " for light blend style index " + light.blendStyleIndex); } } }
static Material CreateLightMaterial(Light2D light, bool isVolume) { bool isShape = light.IsShapeLight(); Material material; if (isVolume) { material = CoreUtils.CreateEngineMaterial(isShape ? s_Renderer2DData.shapeLightVolumeShader : s_Renderer2DData.pointLightVolumeShader); } else { material = CoreUtils.CreateEngineMaterial(isShape ? s_Renderer2DData.shapeLightShader : s_Renderer2DData.pointLightShader); if (!light.alphaBlendOnOverlap) { SetBlendModes(material, BlendMode.One, BlendMode.One); material.EnableKeyword(k_UseAdditiveBlendingKeyword); } else { SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha); } } if (light.lightType == Light2D.LightType.Sprite) { material.EnableKeyword(k_SpriteLightKeyword); } if (!isShape && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) { material.EnableKeyword(k_UsePointLightCookiesKeyword); } if (!isShape && light.pointLightQuality == Light2D.PointLightQuality.Fast) { material.EnableKeyword(k_LightQualityFastKeyword); } if (light.useNormalMap) { material.EnableKeyword(k_UseNormalMap); } return(material); }
// Start is called before the first frame update void Start() { source = GetComponent <AudioSource>(); lt = GetComponent <UnityEngine.Experimental.Rendering.Universal.Light2D>(); blower = Random.Range(blowermin, blowermax); bupper = Random.Range(buppermin, buppermax); slower = Random.Range(slowermin, slowermax); supper = Random.Range(suppermin, suppermax); period = Random.Range(0.8f, 3.0f); t = 0.0f; n = Random.Range(0, chord.Length); note = chord[n]; source.clip = note; xsquare = Mathf.Pow(transform.position.x, 2); source.panStereo = Mathf.Sign(transform.position.x) * (xsquare / (1 + xsquare)); source.Play(); }