void Start() { repel = GetComponent <Repel>(); rend = GetComponent <Renderer>(); rend.material.shader = Shader.Find("HDRP/Lit"); plainColor = rend.material.GetColor("_EmissiveColor"); InvokeRepeating("UpdateBrightness", updateRate, updateRate); }
// Use this for initialization void Start() { Launcher.transform.position = Start_Pos.transform.position; fDistanceDiff = Start_Pos.transform.localPosition.z - End_Pos.transform.localPosition.z; if (fDistanceDiff < 0) { fDistanceDiff *= -1.0f; } LauncherForce = Launcher.GetComponent<ConstantForce> () as ConstantForce; rig = Launcher.GetComponent<Rigidbody> () as Rigidbody; rep = Launcher.transform.GetChild (0).GetComponent<Repel> () as Repel; rep.ChangeRepel (0.0f); Launcher_Child = Launcher.transform.GetChild (0).gameObject; }
public void AiOnTriggerStay(Collider collidingEntity) { AgentBehaviour agentBehaviour = collidingEntity.GetComponent <AgentBehaviour>(); if (agentBehaviour == null || agentBehaviour.IsAlive() == false) { return; } ISteeringBehaviour repelBehaviour = new Repel(); Vector3 force = repelBehaviour.ApplyForce(transform.position, collidingEntity.transform.position); _rigidbody.AddForce(new Vector3(force.x, 0, force.z), ForceMode.Force); }
// Use this for initialization void Start() { Launcher.transform.position = Start_Pos.transform.position; fDistanceDiff = Start_Pos.transform.localPosition.z - End_Pos.transform.localPosition.z; if (fDistanceDiff < 0) { fDistanceDiff *= -1.0f; } LauncherForce = Launcher.GetComponent <ConstantForce> () as ConstantForce; rig = Launcher.GetComponent <Rigidbody> () as Rigidbody; rep = Launcher.transform.GetChild(0).GetComponent <Repel> () as Repel; rep.ChangeRepel(0.0f); Launcher_Child = Launcher.transform.GetChild(0).gameObject; }
private static Item [] InitializeDB() { Item [] db = new Item [20]; db[0] = new Slingshot(0); db[1] = new Knife(1); db[2] = new Medicine(2); db[3] = new Repel(3); db[4] = new InvisibilityCloak(4); db[5] = new KeyItem(5, "Photography"); db[6] = new Pick(6); db[7] = new KeyItem(7, "Map"); db[8] = new Poison(8); db[9] = new KeyItem(9, "Key"); db [10] = new Fruit(10, "Fruit", 0); db [11] = new Fruit(11, "Fruit", 1); db [12] = new Fruit(12, "Fruit", 2); db [13] = new Fruit(13, "Fruit", 3); db [14] = new Fruit(14, "Fruit", 4); db [15] = new Fruit(15, "Fruit", 5); return(db); }
// Use this for initialization void Start() { repel = GetComponent <Repel>(); heavyScript = GetComponent <Hv_spherescapeRepel_AudioLib>(); updateRate = updateRateRange.GetRandomValueFromRange(); intensityToFilterAmount = intensityToFilterAmountRange.GetRandomValueFromRange(); intensityToLfoSpeedAmount = intensityToLfoSpeedAmountRange.GetRandomValueFromRange(); // each sphere has a different note, set at startup in the spawn script via BallMusicalNotes class heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Noteasnumber, (float)currentNote); // each repel sphere should have slightly different characteristics // effected differently by intensity parameter heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensitytofilteramount, intensityToFilterAmount); heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensitytolfospeed, intensityToLfoSpeedAmount); // this parameter and the the rate of update are in sync // makes for smoother parameter changes - using hv.line~ in PD heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensityfadetime, updateRate); InvokeRepeating("UpdateCount", updateRate, updateRate); }