상속: UnityEngine.MonoBehaviour, IDynamicWaterFieldState
예제 #1
0
    private void Start()
    {
        // Check if the script is attached to a Camera
        _camera = gameObject.GetComponent <Camera>();
        if (_camera == null)
        {
            Debug.LogError(string.Format("The {0} script can only be attached to the Camera!", GetType()), transform);
            Destroy(this);
            return;
        }

        // Adding Rigidbody and Collider required for receiving trigger events
        Rigidbody tempRigidbody = gameObject.GetComponent <Rigidbody>();

        if (tempRigidbody == null)
        {
            tempRigidbody             = gameObject.AddComponent <Rigidbody>();
            tempRigidbody.isKinematic = true;
            tempRigidbody.useGravity  = false;
        }
        else
        {
            Debug.LogWarning("Rigidbody component is already attached to this camera, unexpected behaviour may occur",
                             transform);
        }

        Collider tempCollider = gameObject.GetComponent <Collider>();

        if (tempCollider == null)
        {
            tempCollider                     = gameObject.AddComponent <BoxCollider>();
            tempCollider.isTrigger           = true;
            ((BoxCollider)tempCollider).size = Vector3.zero;
        }
        else
        {
            Debug.LogWarning("Collider already attached to this camera, unexpected behaviour may occur", transform);
        }

        _waterDetector = GetComponent <WaterDetector>() ?? gameObject.AddComponent <WaterDetector>();

        // Reading the initial fog state
        _defaultFog              = RenderSettings.fog;
        _defaultFogMode          = RenderSettings.fogMode;
        _defaultFogColor         = RenderSettings.fogColor;
        _defaultFogDensity       = RenderSettings.fogDensity;
        _defaultFogStartDistance = RenderSettings.fogStartDistance;
        _defaultFogEndDistance   = RenderSettings.fogEndDistance;
        _defaultSkybox           = RenderSettings.skybox;
    }
예제 #2
0
        private void Start() {
            // Check if the script is attached to a Camera
            _camera = gameObject.GetComponent<Camera>();
            if (_camera == null) {
                Debug.LogError(string.Format("The {0} script can only be attached to the Camera!", GetType()), transform);
                Destroy(this);
                return;
            }

            // Adding Rigidbody and Collider required for receiving trigger events
            Rigidbody tempRigidbody = gameObject.GetComponent<Rigidbody>();
            if (tempRigidbody == null) {
                tempRigidbody = gameObject.AddComponent<Rigidbody>();
                tempRigidbody.isKinematic = true;
                tempRigidbody.useGravity = false;
            } else {
                Debug.LogWarning("Rigidbody component is already attached to this camera, unexpected behaviour may occur",
                                 transform);
            }

            Collider tempCollider = gameObject.GetComponent<Collider>();
            if (tempCollider == null) {
                tempCollider = gameObject.AddComponent<BoxCollider>();
                tempCollider.isTrigger = true;
                ((BoxCollider) tempCollider).size = Vector3.zero;
            } else {
                Debug.LogWarning("Collider already attached to this camera, unexpected behaviour may occur", transform);
            }

            _waterDetector = GetComponent<WaterDetector>() ?? gameObject.AddComponent<WaterDetector>();

            // Reading the initial fog state
            _defaultFog = RenderSettings.fog;
            _defaultFogMode = RenderSettings.fogMode;
            _defaultFogColor = RenderSettings.fogColor;
            _defaultFogDensity = RenderSettings.fogDensity;
            _defaultFogStartDistance = RenderSettings.fogStartDistance;
            _defaultFogEndDistance = RenderSettings.fogEndDistance;
            _defaultSkybox = RenderSettings.skybox;
        }