public void OnStart() { foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col0")) { _col0Lights.Add(obj.RequireComponent<CLight>()); _allLights.Add(obj.RequireComponent<CLight>()); } foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col1")) { _col1Lights.Add(obj.RequireComponent<CLight>()); _allLights.Add(obj.RequireComponent<CLight>()); } foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col2")) { _col2Lights.Add(obj.RequireComponent<CLight>()); _allLights.Add(obj.RequireComponent<CLight>()); } foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col3")) { _col3Lights.Add(obj.RequireComponent<CLight>()); _allLights.Add(obj.RequireComponent<CLight>()); } chilloutFace = GameObject.GetGameObjectByName("lastchilloutface"); faceRender = chilloutFace.RequireComponent<CSkinMeshRenderer>(); faceTransform = chilloutFace.RequireComponent<CTransform>(); faceRender.setEnabled(false); distortScript = GetScript<DistortForTime>(gameObject); currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime); sound = gameObject.RequireComponent<CSound>(); }
public override void OnStart() { base.OnStart(); player = Common.GetStealthPlayer(); girl = GameObject.GetGameObjectByName("MonsterGirl_Hall").GetComponent<CSkinMeshRenderer>(); girl.setEnabled(false); sound = gameObject.RequireComponent<CSound>(); }
public void OnStart() { //base.OnStart(); currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime); currDeadTimer = MMath.GetRandomLimitedFloat(_monsterMinRestTime, _monsterMaxRestTime); chilloutFace = GameObject.GetGameObjectByName("maxChill"); faceRender = chilloutFace.RequireComponent<CSkinMeshRenderer>(); faceTransform = chilloutFace.RequireComponent<CTransform>(); faceRender.setEnabled(false); distortScript = GetScript<DistortForTime>(gameObject); }
public override void OnStart() { base.OnStart(); monsterCroak = "C1_PAIN.vente"; GameObject face = GameObject.GetGameObjectByName(scaryObjName); GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName); light = lightObj.RequireComponent<CLight>(); lightScript = GetScript<LightFlicker>(lightObj); distortScript = GetScript<DistortForTime>(gameObject); scaryRender = face.RequireComponent<CSkinMeshRenderer>(); scaryRender.setEnabled(false); _sound = gameObject.RequireComponent<CSound>(); }