void Start() { rb = GetComponent <Rigidbody>(); player = GameObject.Find("Player"); tensionHandler = GameObject.Find("__app").GetComponent <TensionHandler>(); targetRadius = (parameters.RadiusInner + parameters.RadiusOuter) / 2; heightRandomizer = 0f; isFloating = false; }
private void Awake() { tensionHandler = GameObject.Find("__app").GetComponent <TensionHandler>(); //Determining which object will be responsible for the left hand, //depending on the input device (tracker or controller) bool trackerEnabled = isTrackerEnabled(); GameObject.Find("LeftHand").SetActive(!trackerEnabled); GameObject.Find("LeftHand(Tracker)").SetActive(trackerEnabled); }
private IEnumerator BladeColoring() { //Creating and assigning a copy of the material to prevent changes to the material asset Material bladeMat = Instantiate(blade.GetComponent <MeshRenderer>().sharedMaterial); blade.GetComponent <MeshRenderer>().sharedMaterial = bladeMat; //Sets the color of the lightsaber depending on the tension TensionHandler tensionHandler = GameObject.Find("__app").GetComponent <TensionHandler>(); while (true) { float hue = Mathf.Lerp(0.3f, 0f, tensionHandler.Tension); Color bladeColor = Color.HSVToRGB(hue, 1f, 1f); bladeMat.SetColor("_Color", bladeColor); Color emissionColor = Color.HSVToRGB(hue, 0.9f, 0.75f); bladeMat.SetVector("_EmissionColor", emissionColor * 15f); yield return(new WaitForSeconds(0.01f)); } }
private void Start() { tensionHandler = GameObject.Find("__app").GetComponent <TensionHandler>(); StartCoroutine(FillBar()); }