// Start is called before the first frame update void Start() { mainCam.m_Lens.OrthographicSize = CamSizeStart; mainCam.transform.position = CamPosStart; bounds.localScale = new Vector3(BoundSizeStart, BoundSizeStart); shakyShaky = mainCam.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
/// <summary> /// On awake we grab our components /// </summary> protected virtual void Awake() { _virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); //_virtualCamera = GetComponent<Cinemachine.CinemachineVirtualCamera>(); //Debug.Log(_virtualCamera); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); //Debug.Log(_perlin); }
// Start is called before the first frame update void Awake() { playerStatus.player = this; playerStatus.fallingLimit *= Physics2D.gravity.y; //onGameOver = null; virtualCamera = FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>(); shield.SetActive(false); }
public override void Attached() { if (entity.IsOwner) { cam = GetComponent <Cinemachine.CinemachineFreeLook>(); rig0 = cam.GetRig(0).GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); rig1 = cam.GetRig(1).GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); rig2 = cam.GetRig(2).GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); } }
void Start() { rb = GetComponent <Rigidbody2D>(); gravity = rb.gravityScale; trans = GetComponent <Transform>(); collider = GetComponent <Collider2D>(); rend = GetComponent <SpriteRenderer>(); noiseSystem = VirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); anim = GetComponent <Animator>(); distToGround = collider.bounds.extents.y; }
void Awake() { _rgdbdy = GetComponent <Rigidbody>(); _audio = GetComponent <AudioSource>(); maxHeight = transform.position.y; _particle = GetComponentInChildren <ParticleSystem>(); cameraFX = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); perlin = cameraFX.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); ShakeCamera(false); }
//カメラのリセットを行う public virtual void CameraReset() { //現在使用中のカメラがある場合 if (_virtualCamera) { //ノイズの停止 _perlin.m_NoiseProfile = null; } //使用するカメラの更新 _virtualCamera = GetComponent <CameraManager>().GetCullentVCam(); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
IEnumerator ShakeCamera(float intensity, float time, Animator characterAnimator) { Cinemachine.CinemachineBasicMultiChannelPerlin CMmultiChannel = c_VirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); CMmultiChannel.m_AmplitudeGain = intensity; // sr.enabled = false; yield return(new WaitForSeconds(time)); characterAnimator.SetBool("Dizzy", false); AudioManager.instance.Play("Error"); CMmultiChannel.m_AmplitudeGain = 0; Destroy(gameObject); }
void Awake() { m_gm = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); m_controller = GetComponent <CharacterController2D>(); m_rb = GetComponent <Rigidbody2D>(); m_pInput = GetComponent <PlayerInputManager>(); m_animator = GetComponentInChildren <Animator>(); if (cVirtualCamera != null) { m_vcNoise = cVirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); } }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } m_virtualCamera = FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); m_perlin = FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>(); ResetCamera(); }
public IEnumerator Shake(float duration, float amplitudeGain) { float elapsed = 0f; bmcPerlin = GetComponentInChildren <Cinemachine.CinemachineBasicMultiChannelPerlin>(); while (elapsed < duration) { bmcPerlin.m_AmplitudeGain = amplitudeGain; elapsed += Time.deltaTime; yield return(null); } GetComponentInChildren <Cinemachine.CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = 0f; }
private void Awake() { this.cameraNoise = this.virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); for (int row = 0; row < PlayerKeyboard.KeyCodes.Length; row++) { var keyRow = PlayerKeyboard.KeyCodes[row]; for (int index = 0; index < keyRow.Length; index++) { var keyCode = keyRow[index]; var key = new PlayerKeyboardKey(keyCode, Instantiate(this.keyPrefeb)); key.transform.SetParent(this.keyboardTransform); key.transform.localPosition = new Vector3(5.5f + (row * 4) + (index * 12), 7.5f + ((2 - row) * 12), 0); key.transform.localScale = Vector3.one; key.button.interactable = false; key.button.onClick.AddListener(() => this.Use(keyCode)); this.keys.Add(keyCode, key); } } foreach (var keyCode in this.unlocked) { this.Unlock(keyCode); } this.keyboardTransform.sizeDelta = new Vector2(PlayerKeyboard.KeyCodes[0].Length * 12 - 1, 0); // Event. PlayerStatus.StatusEvent disable = () => { this.isEnabled = false; foreach (var entry in this.keys) { entry.Value.button.interactable = false; } }; this.status.OnReady += () => this.isEnabled = true; this.status.OnDie += disable; this.status.OnWin += disable; }
private void Awake() { this.cameraNoise = this.virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); this.transitionCurrent = this.transitionTime; if (!PlayerStatus.isRestart) { this.transitionTransform.localScale = Vector2.one; this.isTransitioning = true; this.Invoke("StopTransitionDelay", this.transitionDelay); } else { this.isTransitioning = false; this.isStartTransition = false; this.transitionTransform.localScale = Vector2.up; Destroy(levelTextObject); } }
// Start is called before the first frame update void Start() { health = 100; lives = 3; ShakeIntensity = 5.0f; isCameraShaking = false; ShakeTimer = MaxShakeTime; m_rigidBody2D = GetComponent <Rigidbody2D>(); m_spriteRenderer = GetComponent <SpriteRenderer>(); m_animator = GetComponent <Animator>(); DustTrail = GetComponentInChildren <ParticleSystem>(); SFX = GetComponents <AudioSource>(); vcam1 = FindObjectOfType <CinemachineVirtualCamera>(); perlin = vcam1.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); }
/// <summary> /// On awake we grab our components /// </summary> protected virtual void Awake() { //_virtualCamera = GameObject.FindGameObjectWithTag("Camera1").GetComponent<Cinemachine.CinemachineVirtualCamera>(); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
internal void Lerp(CinemachineBasicMultiChannelPerlin p, float t) { p.m_AmplitudeGain = Mathf.Lerp(p.m_AmplitudeGain, m_AmplitudeGain, t); p.m_FrequencyGain = Mathf.Lerp(p.m_FrequencyGain, m_FrequencyGain, t); }
internal void PushTo(CinemachineBasicMultiChannelPerlin p) { p.m_AmplitudeGain = m_AmplitudeGain; p.m_FrequencyGain = m_FrequencyGain; }
internal void PullFrom(CinemachineBasicMultiChannelPerlin p) { m_AmplitudeGain = p.m_AmplitudeGain; m_FrequencyGain = p.m_FrequencyGain; }
IEnumerator ShakeCamera(float intensity, float time, GameObject character) { Cinemachine.CinemachineBasicMultiChannelPerlin CMmultiChannel = c_VirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); CMmultiChannel.m_AmplitudeGain = intensity; sr.enabled = false; if (character.name != "CircleCharacter" && powerUpType == TypeOfPowerUp.circle) { // Transformarse en circulo Transform parent = character.transform.parent; Transform newChar; if (parent.name == "RectangleScaler") { newChar = character.transform.parent.transform.parent.transform.GetChild(1); } else { newChar = character.transform.parent.transform.GetChild(1); } activateNewCharacter(newChar); changeCameraTarget(newChar); character.SetActive(false); } else if (character.name != "RectangleCharacter" && powerUpType == TypeOfPowerUp.square) { // Transformarse en cuadrado Transform newChar = character.transform.parent.transform.GetChild(0).GetChild(0); Transform parent = character.transform.parent.transform.GetChild(0); if (parent.name == "RectangleScaler") { parent.localScale = new Vector3(1, 1, 1); } newChar.localScale = new Vector3(1, 1, 1); activateNewCharacter(newChar); changeCameraTarget(newChar); character.SetActive(false); } else if (character.name != "TriangleCharacter" && powerUpType == TypeOfPowerUp.triangle) { // Transformarse en triangulo Transform parent = character.transform.parent; Transform newChar; if (parent.name == "RectangleScaler") { newChar = character.transform.parent.transform.parent.transform.GetChild(2); } else { newChar = character.transform.parent.transform.GetChild(2); } activateNewCharacter(newChar); changeCameraTarget(newChar); character.SetActive(false); } yield return(new WaitForSeconds(time)); CMmultiChannel.m_AmplitudeGain = 0f; Destroy(gameObject); }
/// <summary> /// On awake we grab our components /// </summary> protected virtual void Awake() { _virtualCamera = this.gameObject.GetComponent <CinemachineVirtualCamera>(); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
// Use this for initialization void Start() { _cinemachineFreeLookCamera = GetComponentInChildren <CinemachineFreeLook>(); _flightCamera = transform.Find("CM 3rd-Person-FlightMode").GetComponent <CinemachineVirtualCamera>(); //Obtaining ref by GetComponent wasn't working flightNoiseChannel = _flightCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
// Start is called before the first frame update void Awake() { Instance = this; CM = GetComponent <Cinemachine.CinemachineVirtualCamera>() .GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
void Start() { vcam = GameObject.Find("CM vcam1").GetComponent <Cinemachine.CinemachineVirtualCamera>(); noise = vcam.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }
void Start() { m_virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); m_perlin = GameObject.FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>(); ResetCamera(); }
/// <summary> /// On awake we grab our components /// </summary> protected virtual void Awake() { Instance = this; _virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>(); }