// Use this for initialization void Start() { analogGlitch = Camera.main.GetComponent <Kino.AnalogGlitch>(); digitalGlitch = Camera.main.GetComponent <Kino.DigitalGlitch>(); matVariables = new[] { bigPrismMatSettings, mirrorMatSettings }; audioController = AudioController.instance; //StageController.instance.SwtichStage(4); }
private void UpdateNoiseTexture() { Color color = DigitalGlitch.RandomColor(); for (int i = 0; i < this._noiseTexture.height; i++) { for (int j = 0; j < this._noiseTexture.width; j++) { if (UnityEngine.Random.value > 0.89f) { color = DigitalGlitch.RandomColor(); } this._noiseTexture.SetPixel(j, i, color); } } this._noiseTexture.Apply(); }
// Use this for initialization void Start() { SatelliteCamera = GetComponent <Camera>(); source = GetComponent <AudioSource>(); player = GameObject.FindGameObjectWithTag("Player"); pos.x = player.transform.localPosition.x; pos.y = player.transform.localPosition.y + 50; pos.z = player.transform.localPosition.z - 30; currentFOV = SatelliteCamera.fieldOfView; transform.localPosition = pos; startpos = pos; // camera = GameObject.Find("TopViewCamera").camera; analogGlitch = GetComponent <Kino.AnalogGlitch>(); digitalGlitch = GetComponent <Kino.DigitalGlitch>(); timer = 0; effectsValue = 0; }
// Start is called before the first frame update void Awake() { glitchAnalog = Camera.main.GetComponent <Kino.AnalogGlitch>(); glitchDigital = Camera.main.GetComponent <Kino.DigitalGlitch>(); }
void Awake() { analogue = GetComponent <Kino.AnalogGlitch> (); digital = GetComponent <Kino.DigitalGlitch> (); }
private void Start() { digitalGlitch = GetComponent <Kino.DigitalGlitch>(); analogGlitch = GetComponent <Kino.AnalogGlitch>(); StartCoroutine(GlitchOverTimeRoutine()); }