void Start()
 {
     audioSource = GetComponent<AudioSource>();
     cam = Camera.main;
     twirl = cam.GetComponent<UnityStandardAssets.ImageEffects.Twirl>();
     vignette = cam.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
 }
예제 #2
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    // Use this for initialization
    void Awake()
    {
        bloom      = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>();
        aberration = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();

        press = false;
    }
예제 #3
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 private void Awake()
 {
     Bloom_   = FindObjectOfType <BloomOptimized>();
     Fish_eye = FindObjectOfType <Fisheye>();
     VACA     = FindObjectOfType <VignetteAndChromaticAberration>();
     //if(test)
     //    PlayerPrefs.SetInt("GalleryProgress", 0);
     //print(PlayerPrefs.GetInt("GalleryProgress"));
 }
    private void Awake()
    {
        if (Instance != null)
        {
            Destroy(gameObject);
            return;
        }

        Instance = this;
        _chromatic = GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
    }
    void Start()
    {
        Cursor.visible = false;

        anim = Player.GetComponent<Animator>();
        canCheckForEncounter = true;
        twirl = cam.GetComponent<UnityStandardAssets.ImageEffects.Twirl>();
        vignette = cam.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
        audioSource = GetComponent<AudioSource>();

        twirl.center.x = -1;
        vignette.intensity = 0;
        vignette.blur = 0;
        vignette.chromaticAberration = 0;
    }
예제 #6
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		// Use this for initialization
		void Start () {
			bloom = this.GetComponent<BloomOptimized> ();
			vignette = this.GetComponent<VignetteAndChromaticAberration> ();
			audioSource = this.GetComponent<AudioSource>();
		
			Hashtable ht = new Hashtable ();
			ht.Add ("from", 2.5);
			ht.Add ("to", bloom.intensity);
			ht.Add ("time", 3);
			ht.Add ("onupdate", "OnBloomUpdate");
			iTween.ValueTo (gameObject, ht);

			onTalkEnded = new TalkEventManager.TalkEvent (OnTalkEnded);
			TalkEventManager.TalkEnded += onTalkEnded;
		}
    void Awake()
    {
        //needed to "get" values from Stat when game begins
        meter1.Initialize();
        meter2.Initialize();
        meter3.Initialize();
        meter4.Initialize();
        meter5.Initialize();
        meter6.Initialize();

        //gets components
        colorChange = Camera.main.GetComponent <ColorCurvesManager> ();
        bloom       = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BloomOptimized>();
        aberration  = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
        colorcurves = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.ColorCorrectionCurves>();
    }
예제 #8
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 // Use this for initialization
 void Start()
 {
     thi = this;
     player = GameObject.Find("PlayerTest").transform;
     seed = Random.Range(1000f, 100000f);
     colorWave = new Texture2D(waveGradientLength, 1);
     heightWave = new Texture2D(heightGradientLength, 1);
     chromaticAbberation = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
     randomSkyHueOffset = Random.value;
     if (textures.Length > 0)
         mat.SetTexture(Shader.PropertyToID("_MainTex"), textures[textureIndex]);
 }
예제 #9
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        void Start()
        {
            playerController    = SingletonNames.getPlayer().GetComponent<PlayerMovementController>();
            scriptBlur          = SingletonNames.getMainCamera().GetComponent<VignetteAndChromaticAberration>();
            characterController = playerController.GetComponent<CharacterController>();

            gameObject.layer = SingletonNames.Layers.IGNORE_RAYCAST; // коллидер подводной зоны не должен мешать рейкасту

            scriptBlur.enabled = false;
            RenderSettings.fog = false;
        }
예제 #10
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 void Start()
 {
     bloom = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.Bloom>();
     vignette = Camera.main.GetComponent<UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
 }
 private void Awake()
 {
     Instance = this;
 }
 private void OnEnable()
 {
     _chroma = GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
 }