void Awake() { m_Material = new Material(Shader.Find("Lines/Colored Blended")); m_Material.hideFlags = HideFlags.HideAndDontSave; m_Material.shader.hideFlags = HideFlags.HideAndDontSave; GlobalGLs.AddGL(this); }
//Material _LineMaterial = null; void Start() { GlobalGLs.AddGL(this); }
protected void Start() { GlobalGLs.AddGL(this); }
// Use this for initialization void Start() { m_Boxes = new List <BSTools.SelBox> (); GlobalGLs.AddGL(this); }
// Use this for initialization protected void Start() { GlobalGLs.AddGL(this); // if (m_EffectsMat != null) // { // m_MeshRenders = gameObject.GetComponentsInChildren<MeshRenderer>(true); // // foreach (MeshRenderer mr in m_MeshRenders) // { // List<Material> mats = new List<Material>(); // Material[] newMats = new Material[mr.materials.Length]; // for (int i = 0; i < mr.materials.Length; ++i) // { // mats.Add(mr.materials[i]); // newMats[i] = m_EffectsMat; // //mr.materials[i] = m_EffectsMat; // // } // mr.materials = newMats; // // // m_OrginMats.Add(mats); // } // // m_SkinnerMeshRenders = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true); // // foreach (SkinnedMeshRenderer mr in m_SkinnerMeshRenders) // { // List<Material> mats = new List<Material>(); // Material[] newMats = new Material[mr.materials.Length]; // for (int i = 0; i < mr.materials.Length; ++i) // { // mats.Add(mr.materials[i]); // newMats[i] = m_EffectsMat; // } // mr.materials = newMats; // // m_OrginMats.Add(mats); // } // // StartCoroutine(DelayToRestoreMat()); // } // Get Meshes if (m_EffectsMat != null) { m_Meshfilters = gameObject.GetComponentsInChildren <MeshFilter>(true); m_MeshRenders = gameObject.GetComponentsInChildren <MeshRenderer>(true); foreach (MeshRenderer mr in m_MeshRenders) { mr.enabled = false; } m_SkinnerMeshRenders = gameObject.GetComponentsInChildren <SkinnedMeshRenderer>(true); foreach (SkinnedMeshRenderer mr in m_SkinnerMeshRenders) { mr.enabled = false; } StartCoroutine(DelayToEndEffect()); } m_StartTime = Time.time; // Animation workAnimation = gameObject.GetComponentsInChildren <Animation>(true); foreach (Animation an in workAnimation) { an.Stop(); an.playAutomatically = false; } m_Start = false; //Sound,create if (m_Entity != null && m_Entity.m_Info.workSound >= 0) { workSound = AudioManager.instance.Create(gameObject.transform.position, m_Entity.m_Info.workSound, gameObject.transform, false, false); } }