// Use this for initialization void Start() { VBBC = GameObject.Find("BlocageCube").GetComponent <VillageDecouvertBlocageCube> (); DLM = GameObject.Find("Town1").GetComponent <DetectableLocalManager> (); SG = GameObject.Find("Player").GetComponent <SanityGestion>(); DS = GameObject.Find("Player").GetComponent <DeathSystem>(); MainCamera = GameObject.Find("Main Camera Main"); Player = GameObject.Find("Player"); RespawnEnigmeTotem = GameObject.Find("RespawnEnigmeTotem").transform; }
// Use this for initialization void Start() { DS = GameObject.Find("Player").GetComponent <DeathSystem> (); MainCamera = GameObject.Find("Main Camera Main"); Player = GameObject.Find("Player"); artefactTuto = GameObject.Find("ArtefactTuto"); artefactTuto.SetActive(false); artefactSurFesses = GameObject.Find("ArtefactOnAss"); artefactSurUI = GameObject.Find("artefactNewCanvasChaudFroid"); DLM = GameObject.Find("SmallItem1").GetComponent <DetectableLocalManager> (); }
// Use this for initialization void Start() { tutoMesh = GameObject.FindGameObjectsWithTag(tag); DetectL = this.gameObject.GetComponent <DetectableLocalManager> (); amout = 1.0f; for (int i = 0; i < tutoMesh.Length; i++) { tutoMesh [i].GetComponent <MeshRenderer> ().shadowCastingMode = ShadowCastingMode.Off; tutoMesh [i].GetComponent <MeshRenderer> ().receiveShadows = false; tutoMesh [i].GetComponent <MeshRenderer> ().material.SetFloat("_DissolvePercentage", amout); } }
void Start() { Player = GameObject.Find("Player"); Mesh = GameObject.FindGameObjectsWithTag(tag); DetectL = GameObject.Find("SmallItem2").GetComponent <DetectableLocalManager> (); colliders = GameObject.Find("UI - Fresque_0"); colliders.SetActive(false); amout = 1.0f; for (int i = 0; i < Mesh.Length; i++) { Mesh [i].GetComponent <MeshRenderer> ().shadowCastingMode = ShadowCastingMode.Off; Mesh [i].GetComponent <MeshRenderer> ().receiveShadows = false; Mesh [i].GetComponent <MeshRenderer> ().material.SetFloat("_DissolvePercentage", amout); } }
// Use this for initialization void Start() { Player = GameObject.Find("Player"); Mesh = GameObject.FindGameObjectsWithTag(tag); DetectL = GameObject.Find("Town1").GetComponent <DetectableLocalManager> (); amout = 1.0f; for (int i = 0; i < Mesh.Length; i++) { Mesh [i].GetComponent <MeshRenderer> ().shadowCastingMode = ShadowCastingMode.Off; Mesh [i].GetComponent <MeshRenderer> ().receiveShadows = false; Mesh [i].GetComponent <MeshRenderer> ().material.SetFloat("_DissolvePercentage", amout); Mesh [i].SetActive(false); //StartCoroutine ("update"); } }