private float windSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed. #endregion Fields #region Methods private void Awake() { // Set up the reference to the aeroplane controller. plane = GetComponent<AeroplaneController>(); // Add the audiosources and get the references. engineSoundSource = gameObject.AddComponent<AudioSource>(); engineSoundSource.playOnAwake = false; windSoundSource = gameObject.AddComponent<AudioSource>(); windSoundSource.playOnAwake = false; // Assign clips to the audiosources. engineSoundSource.clip = engineSound; windSoundSource.clip = windSound; // Set the parameters of the audiosources. engineSoundSource.minDistance = advanced.engineMinDistance; engineSoundSource.maxDistance = advanced.engineMaxDistance; engineSoundSource.loop = true; engineSoundSource.dopplerLevel = advanced.engineDopplerLevel; windSoundSource.minDistance = advanced.windMinDistance; windSoundSource.maxDistance = advanced.windMaxDistance; windSoundSource.loop = true; windSoundSource.dopplerLevel = advanced.windDopplerLevel; // call update here to set the sounds pitch and volumes before they actually play Update(); // Start the sounds playing. engineSoundSource.Play(); windSoundSource.Play(); }
private void Awake() { // Set up the reference to the aeroplane controller. m_Plane = GetComponent <AeroplaneController>(); m_Rigidbody = GetComponent <Rigidbody>(); // Add the audiosources and get the references. m_EngineSoundSource = gameObject.AddComponent <AudioSource>(); m_EngineSoundSource.playOnAwake = false; m_WindSoundSource = gameObject.AddComponent <AudioSource>(); m_WindSoundSource.playOnAwake = false; // Assign clips to the audiosources. m_EngineSoundSource.clip = m_EngineSound; m_WindSoundSource.clip = m_WindSound; // Set the parameters of the audiosources. m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance; m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance; m_EngineSoundSource.loop = true; m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel; m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance; m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance; m_WindSoundSource.loop = true; m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel; // call update here to set the sounds pitch and volumes before they actually play Update(); // Start the sounds playing. m_EngineSoundSource.Play(); m_WindSoundSource.Play(); }
private bool takenOff; // Has the plane taken off yet // setup script properties private void Awake() { // get the reference to the aeroplane controller, so we can send move input to it and read its current state. aeroplaneController = GetComponent <AeroplaneController>(); // pick a random perlin starting point for lateral wandering randomPerlin = Random.Range(0f, 100f); }
private bool takenOff; // Has the plane taken off yet // setup script properties private void Awake() { // get the reference to the aeroplane controller, so we can send move input to it and read its current state. aeroplaneController = GetComponent<AeroplaneController>(); // pick a random perlin starting point for lateral wandering randomPerlin = Random.Range(0f, 100f); }
private const float RpmToDps = 60f; // For converting from revs per minute to degrees per second. private void Awake() { // Set up the reference to the aeroplane controller. plane = GetComponent <AeroplaneController>(); // Set the propellor blur gameobject's parent to be the propellor. propellorBlur.parent = propellorModel; }
private float throttleBlurStart = 0.25f; // The point at which the blurred textures start. #endregion Fields #region Methods private void Awake() { // Set up the reference to the aeroplane controller. plane = GetComponent<AeroplaneController>(); // Set the propellor blur gameobject's parent to be the propellor. propellorBlur.parent = propellorModel; }
private AeroplaneController plane; // Reference to the aeroplane controller. private void Start() { // Get the reference to the aeroplane controller. plane = GetComponent<AeroplaneController>(); // Store the original local rotation of each surface, so we can rotate relative to this foreach (var surface in controlSurfaces) { surface.originalLocalRotation = surface.transform.localRotation; } }
private AeroplaneController m_Plane; // Reference to the aeroplane controller. private void Start() { // Get the reference to the aeroplane controller. m_Plane = GetComponent <AeroplaneController>(); // Store the original local rotation of each surface, so we can rotate relative to this foreach (var surface in m_ControlSurfaces) { surface.originalLocalRotation = surface.transform.localRotation; } }
// Use this for initialization private void Start() { // get the aeroplane from the object hierarchy m_Jet = FindAeroplaneParent(); // get the particle system ( it will be on the object as we have a require component set up m_System = GetComponent<ParticleSystem>(); // set the original properties from the particle system m_OriginalLifetime = m_System.startLifetime; m_OriginalStartSize = m_System.startSize; m_OriginalStartColor = m_System.startColor; }
private Color m_OriginalStartColor; // The original starting colout of the particle system // Use this for initialization private void Start() { // get the aeroplane from the object hierarchy m_Jet = FindAeroplaneParent(); // get the particle system ( it will be on the object as we have a require component set up m_System = GetComponent <ParticleSystem>(); // set the original properties from the particle system m_OriginalLifetime = m_System.startLifetime; m_OriginalStartSize = m_System.startSize; m_OriginalStartColor = m_System.startColor; }
// setup script properties private void Awake() { // get the reference to the aeroplane controller, so we can send move input to it and read its current state. m_AeroplaneController = GetComponent <AeroplaneController>(); // pick a random perlin starting point for lateral wandering m_RandomPerlin = Random.Range(0f, 100f); _Camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); _EyeTarget = GameObject.FindGameObjectWithTag("waypoint"); SetTarget(_EyeTarget.transform); //init call back queue _CallbackQueue = new Queue <Callback>(); //register for gaze updates GazeManager.Instance.AddGazeListener(this); #if !UNITY_EDITOR //hide waypoint if not in editor _EyeTarget.GetComponent <MeshRenderer>().enabled = false; #endif }
// Use this for initialization private void Start() { plane = GetComponent<AeroplaneController>(); animator = GetComponent<Animator>(); }
private void Awake() { // Set up the reference to the aeroplane controller. aeroplane = GetComponent<AeroplaneController>(); }
private void Awake() { // Set up the reference to the aeroplane controller. aeroplane = GetComponent <AeroplaneController>(); }
// Use this for initialization private void Start() { m_Plane = GetComponent <AeroplaneController>(); m_Animator = GetComponent <Animator>(); m_Rigidbody = GetComponent <Rigidbody>(); }
// setup script properties private void Awake() { // get the reference to the aeroplane controller, so we can send move input to it and read its current state. m_AeroplaneController = GetComponent<AeroplaneController>(); // pick a random perlin starting point for lateral wandering m_RandomPerlin = Random.Range(0f, 100f); _Camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); _EyeTarget = GameObject.FindGameObjectWithTag("waypoint"); SetTarget(_EyeTarget.transform); //init call back queue _CallbackQueue = new Queue<Callback>(); //register for gaze updates GazeManager.Instance.AddGazeListener(this); #if !UNITY_EDITOR //hide waypoint if not in editor _EyeTarget.GetComponent<MeshRenderer>().enabled = false; #endif }
// Use this for initialization private void Start() { plane = GetComponent <AeroplaneController>(); animator = GetComponent <Animator>(); }