void Start() { audioSource = GetComponent<AudioSource>(); cam = Camera.main; twirl = cam.GetComponent<UnityStandardAssets.ImageEffects.Twirl>(); vignette = cam.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); }
// Use this for initialization void Awake() { bloom = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); aberration = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); press = false; }
private void Awake() { Bloom_ = FindObjectOfType <BloomOptimized>(); Fish_eye = FindObjectOfType <Fisheye>(); VACA = FindObjectOfType <VignetteAndChromaticAberration>(); //if(test) // PlayerPrefs.SetInt("GalleryProgress", 0); //print(PlayerPrefs.GetInt("GalleryProgress")); }
private void Awake() { if (Instance != null) { Destroy(gameObject); return; } Instance = this; _chromatic = GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); }
void Start() { Cursor.visible = false; anim = Player.GetComponent<Animator>(); canCheckForEncounter = true; twirl = cam.GetComponent<UnityStandardAssets.ImageEffects.Twirl>(); vignette = cam.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); audioSource = GetComponent<AudioSource>(); twirl.center.x = -1; vignette.intensity = 0; vignette.blur = 0; vignette.chromaticAberration = 0; }
// Use this for initialization void Start () { bloom = this.GetComponent<BloomOptimized> (); vignette = this.GetComponent<VignetteAndChromaticAberration> (); audioSource = this.GetComponent<AudioSource>(); Hashtable ht = new Hashtable (); ht.Add ("from", 2.5); ht.Add ("to", bloom.intensity); ht.Add ("time", 3); ht.Add ("onupdate", "OnBloomUpdate"); iTween.ValueTo (gameObject, ht); onTalkEnded = new TalkEventManager.TalkEvent (OnTalkEnded); TalkEventManager.TalkEnded += onTalkEnded; }
void Awake() { //needed to "get" values from Stat when game begins meter1.Initialize(); meter2.Initialize(); meter3.Initialize(); meter4.Initialize(); meter5.Initialize(); meter6.Initialize(); //gets components colorChange = Camera.main.GetComponent <ColorCurvesManager> (); bloom = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>(); aberration = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); colorcurves = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>(); }
// Use this for initialization void Start() { thi = this; player = GameObject.Find("PlayerTest").transform; seed = Random.Range(1000f, 100000f); colorWave = new Texture2D(waveGradientLength, 1); heightWave = new Texture2D(heightGradientLength, 1); chromaticAbberation = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); randomSkyHueOffset = Random.value; if (textures.Length > 0) mat.SetTexture(Shader.PropertyToID("_MainTex"), textures[textureIndex]); }
void Start() { playerController = SingletonNames.getPlayer().GetComponent<PlayerMovementController>(); scriptBlur = SingletonNames.getMainCamera().GetComponent<VignetteAndChromaticAberration>(); characterController = playerController.GetComponent<CharacterController>(); gameObject.layer = SingletonNames.Layers.IGNORE_RAYCAST; // коллидер подводной зоны не должен мешать рейкасту scriptBlur.enabled = false; RenderSettings.fog = false; }
void Start() { bloom = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.Bloom>(); vignette = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); }
private void Awake() { Instance = this; }
private void OnEnable() { _chroma = GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>(); }