private void Awake() { // Set up the reference to the aeroplane controller. propellers = GetComponent <PropellersController>(); // m_PropellorModelRenderer = m_PropellorModel.GetComponent<Renderer>(); // m_PropellorBlurRenderer = m_PropellorBlur.GetComponent<Renderer>(); // Set the propellor blur gameobject's parent to be the propellor. // m_PropellorBlur.parent = m_PropellorModel; }
private PropellersController propellers; // Reference to the aeroplane controller. #endregion Fields #region Methods private void Awake() { // Set up the reference to the aeroplane controller. propellers = GetComponent<PropellersController>(); // m_PropellorModelRenderer = m_PropellorModel.GetComponent<Renderer>(); // m_PropellorBlurRenderer = m_PropellorBlur.GetComponent<Renderer>(); // Set the propellor blur gameobject's parent to be the propellor. // m_PropellorBlur.parent = m_PropellorModel; }
void Start() { propellersController = GetComponent <PropellersController> (); rb = GetComponent <Rigidbody>(); m_PhotonView = GetComponent <PhotonView>(); rb.inertiaTensor = new Vector3(12e-4f, 15e-4f, 10e-4f); LoadPlayerPrefs(); resetYawRef(); Dbg.Trace("phi, theta, psi, phi_ref, theta_ref, psi_ref, p, q, r, p_ref, q_ref, r_ref, torque_x, torque_y, torque_z, vz, vz_ref, thrust_Z"); }
private void Awake() { // Set up the reference to the aeroplane controller. m_Propellers = GetComponent <PropellersController>(); 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_EngineSoundSource.spatialBlend = 1; m_EngineSoundSource.rolloffMode = AudioRolloffMode.Logarithmic; m_EngineSoundSource.minDistance = 10; m_EngineSoundSource.maxDistance = 500; m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance; m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance; m_WindSoundSource.loop = true; m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel; m_EngineSoundSource.spatialBlend = 1; m_EngineSoundSource.rolloffMode = AudioRolloffMode.Logarithmic; m_EngineSoundSource.minDistance = 20; m_EngineSoundSource.maxDistance = 1000; // 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 float m_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. m_Propellers = GetComponent<PropellersController>(); 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_EngineSoundSource.spatialBlend = 1; m_EngineSoundSource.rolloffMode = AudioRolloffMode.Logarithmic; m_EngineSoundSource.minDistance = 10; m_EngineSoundSource.maxDistance = 500; m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance; m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance; m_WindSoundSource.loop = true; m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel; m_EngineSoundSource.spatialBlend = 1; m_EngineSoundSource.rolloffMode = AudioRolloffMode.Logarithmic; m_EngineSoundSource.minDistance = 20; m_EngineSoundSource.maxDistance = 1000; // 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(); }
void Start() { propellersController = GetComponent<PropellersController> (); rb = GetComponent<Rigidbody>(); m_PhotonView = GetComponent<PhotonView>(); rb.inertiaTensor = new Vector3(12e-4f, 15e-4f, 10e-4f); LoadPlayerPrefs (); resetYawRef (); Dbg.Trace ("phi, theta, psi, phi_ref, theta_ref, psi_ref, p, q, r, p_ref, q_ref, r_ref, torque_x, torque_y, torque_z, vz, vz_ref, thrust_Z"); }