protected virtual void Awake() { CheckForParticleSystem(); AudioSourceLight = new WeatherMakerLoopingAudioSource(LoopSourceLight); AudioSourceMedium = new WeatherMakerLoopingAudioSource(LoopSourceMedium); AudioSourceHeavy = new WeatherMakerLoopingAudioSource(LoopSourceHeavy); UpdateInitialParticleSystemValues(ParticleSystem, (f) => InitialStartSpeed = f, (f) => InitialStartSize = f); UpdateInitialParticleSystemValues(ParticleSystemSecondary, (f) => InitialStartSpeedSecondary = f, (f) => InitialStartSizeSecondary = f); UpdateInitialParticleSystemValues(MistParticleSystem, (f) => InitialStartSpeedMist = f, (f) => InitialStartSizeMist = f); Material = InitParticleSystem(ParticleSystem); MaterialSecondary = InitParticleSystem(ParticleSystemSecondary); MistMaterial = InitParticleSystem(MistParticleSystem); ExplosionMaterial = InitParticleSystem(ExplosionParticleSystem); }
protected virtual void Awake() { CheckForParticleSystem(); AudioSourceLight = new WeatherMakerLoopingAudioSource(LoopSourceLight); AudioSourceMedium = new WeatherMakerLoopingAudioSource(LoopSourceMedium); AudioSourceHeavy = new WeatherMakerLoopingAudioSource(LoopSourceHeavy); UpdateInitialParticleSystemValues(ParticleSystem, (f) => InitialStartSpeed = f, (f) => InitialStartSize = f); UpdateInitialParticleSystemValues(ParticleSystemSecondary, (f) => InitialStartSpeedSecondary = f, (f) => InitialStartSizeSecondary = f); UpdateInitialParticleSystemValues(MistParticleSystem, (f) => InitialStartSpeedMist = f, (f) => InitialStartSizeMist = f); Material = new Material(ParticleSystem.GetComponent <Renderer>().sharedMaterial); MaterialSecondary = (ParticleSystemSecondary == null ? null : new Material(ParticleSystemSecondary.GetComponent <Renderer>().sharedMaterial)); MistMaterial = (MistParticleSystem == null ? null : new Material(MistParticleSystem.GetComponent <Renderer>().sharedMaterial)); ExplosionMaterial = (ExplosionParticleSystem == null ? null : new Material(ExplosionParticleSystem.GetComponent <Renderer>().sharedMaterial)); }
protected virtual void OnEnable() { if (!Application.isPlaying) { return; } if (WeatherMakerCommandBufferManagerScript.Instance != null) { WeatherMakerCommandBufferManagerScript.Instance.RegisterPreCull(CameraPreCull, this); WeatherMakerCommandBufferManagerScript.Instance.RegisterPostRender(CameraPostRender, this); } ParticleSystemRenderer = (ParticleSystem == null ? null : ParticleSystem.gameObject.GetComponent <ParticleSystemRenderer>()); MistParticleSystemRenderer = (MistParticleSystem == null ? null : MistParticleSystem.gameObject.GetComponent <ParticleSystemRenderer>()); ExplosionParticleSystemRenderer = (ExplosionParticleSystem == null ? null : ExplosionParticleSystem.gameObject.GetComponent <ParticleSystemRenderer>()); ParticleSystemSecondaryRenderer = (ParticleSystemSecondary == null ? null : ParticleSystemSecondary.gameObject.GetComponent <ParticleSystemRenderer>()); ResumeParticleSystem(ParticleSystem); ResumeParticleSystem(ParticleSystemSecondary); ResumeParticleSystem(MistParticleSystem); if (AudioSourceLight == null && LoopSourceLight != null) { AudioSourceLight = new WeatherMakerLoopingAudioSource(LoopSourceLight); } if (AudioSourceMedium == null && LoopSourceMedium != null) { AudioSourceMedium = new WeatherMakerLoopingAudioSource(LoopSourceMedium); } if (AudioSourceHeavy == null && LoopSourceHeavy != null) { AudioSourceHeavy = new WeatherMakerLoopingAudioSource(LoopSourceHeavy); } if (AudioSourceLight != null) { AudioSourceLight.Resume(); } if (AudioSourceMedium != null) { AudioSourceMedium.Resume(); } if (AudioSourceHeavy != null) { AudioSourceHeavy.Resume(); } }
public override void Initialize() { base.Initialize(); CanPlay = true; #if UNITY_EDITOR if (!Application.isPlaying) { return; } #endif if (Parent != null) { AudioSource source = Parent.AddComponent <AudioSource>(); source.loop = Looping; source.playOnAwake = false; source.hideFlags = HideFlags.HideAndDontSave | HideFlags.HideInInspector; AudioSourceLoop = new WeatherMakerLoopingAudioSource(source, 0.0f, 0.0f, Looping); } }
public override void Awake() { base.Awake(); CanPlay = true; #if UNITY_EDITOR if (!Application.isPlaying) { return; } #endif if (AudioSourceLoop == null) { WeatherMakerScript.AssertExists(); AudioSource source = WeatherMakerScript.Instance.gameObject.AddComponent <AudioSource>(); source.loop = Looping; source.playOnAwake = false; source.hideFlags = HideFlags.HideAndDontSave | HideFlags.HideInInspector; AudioSourceLoop = new WeatherMakerLoopingAudioSource(source, 0.0f, 0.0f, Looping); } }
private void Awake() { WindZone = GetComponent <WindZone>(); AudioSourceWind = new WeatherMakerLoopingAudioSource(GetComponent <AudioSource>()); }