private void Start() { _params = Resources.Load <Params>("Params"); _seaParamManager = FindObjectOfType <SeaParamManager>(); _mainPlayerCam = Camera.main.transform; _mainPlayerCam.localPosition = new Vector3(0, 0, _params.WaterParamPack[0].camPosition); }
float[] _tempRotateSpeed = { 0, 0 };//{vertical, horizontal} private void Start() { Params waterParams = Resources.Load <Params>("Params"); _seaParamManager = FindObjectOfType <SeaParamManager>(); _playerCam = Camera.main.transform; this.UpdateAsObservable().Subscribe(_ => GoForward()); }
private void Reset() //シーン上で調節した時に、コンポーネントをリセットすると自動取得する。 { _seaParamManager = FindObjectOfType <SeaParamManager>(); playercam = Camera.main.transform; material = obj.GetComponent <Renderer>().material; var p = -playercam.position.y / _seaParamManager.CurrentWaterDepth;//水面から水深に対する現在の深さのパラメータ var targetColor = Color.Lerp(topColor, bottomColor, p); material.color = targetColor; }
void Start() { _params = Resources.Load <Params>("Params"); _phaseManager = FindObjectOfType <PhaseManager>(); _player = FindObjectOfType <CamController>().transform; seaParamManager = FindObjectOfType <SeaParamManager>(); while (CurrentRelicsAmount.Value < _maxAmount) { InstantiateRelicsAroundPlayer(true); } CurrentRelicsAmount.Subscribe(_ => InstantiateRelicsAroundPlayer(false));//CurrentAmountの値が変わった時に、呼び出す。 }
private void Start() { m_light = sceneLight.GetComponent <Light>(); _seaParamManager = FindObjectOfType <SeaParamManager>(); playercam = Camera.main.transform; }
void Start() { _seaParamManager = FindObjectOfType <SeaParamManager>(); playercam = Camera.main.transform; material = obj.GetComponent <Renderer>().material; }
void Start() { _seaParamManager = FindObjectOfType <SeaParamManager>(); playercam = Camera.main.transform; imageComponent = obj.GetComponent <Image>(); }