Exemplo n.º 1
0
 // Use this for initialization
 void Start()
 {
     //Sends to WolfDen
     if(OnPackNotExist != null){
         OnPackNotExist();
     }
     playerWarmthScript = GameObject.Find ("playerWarmth").GetComponent<playerWarmth> ();
     //		packMusicLayers [0].mute = true;
     //		packMusicLayers [1].mute = true;
     //		packMusicLayers [2].mute = true;
     //		packMusicLayers [3].mute = true;
 }
Exemplo n.º 2
0
    //TimePlayerEnteredWarmth, TimeInverval
    // Use this for initialization
    void Start()
    {
        warmthCollider = this.gameObject.AddComponent<CircleCollider2D> ();
        //warmthCollider.radius = warmthBoundaries;
        dynamicLightScript = this.gameObject.GetComponent<DynamicLight> ();
        warmthCollider.radius = dynamicLightScript.lightRadius;
        warmthCollider.isTrigger = true;
        playerWarmthScript = GameObject.Find ("playerWolf").transform.Find ("playerWarmth").GetComponent<playerWarmth> ();
        worldManagerScript = GameObject.Find ("WorldManager").GetComponent<WorldManager> ();

        if (worldManagerScript.WorldType == 0) {
            //do what here?
        }
    }
Exemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        playerWarmthScript = GameObject.Find ("playerWolf").transform.Find ("playerWarmth").GetComponent<playerWarmth> ();
        isWorldTransitioning = false;
        StageExitGO = GameObject.Find("StageExit");
        StageExitCol = StageExitGO.GetComponent <BoxCollider2D> ();
        sceneTransitionGO = GameObject.Find("TransitionTrig");
        stageExitScript = StageExitGO.GetComponent<StageExit> ();
        //sceneTransitionGO.enabled = false;
        unlockOnce = false;

        if(isWorldCold){
            SpiritWorldOverlay.filter = CC_Vintage.Filter.F1977;
        } else if(!isWorldCold){
            SpiritWorldOverlay.filter = CC_Vintage.Filter.Kelvin;
            //CC_Vintage.Filter.Kelvin;
        }
    }
Exemplo n.º 4
0
    // Called at beginning of script execution
    void Start()
    {
        PseudoSinCos.initPseudoSinCos();

        //-- Step 1: obtain all active meshes in the scene --//
        //---------------------------------------------------------------------//

        MeshFilter meshFilter = (MeshFilter)gameObject.AddComponent(typeof(MeshFilter));				// Add a Mesh Filter component to the light game object so it can take on a form
        MeshRenderer renderer = gameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;		// Add a Mesh Renderer component to the light game object so the form can become visible
        //gameObject.name = "2DLight";
        //renderer.material.shader = Shader.Find ("Transparent/Diffuse");							// Find the specified type of material shader
        renderer.sharedMaterial = lightMaterial;														// Add this texture
        lightMesh = new Mesh();																	// create a new mesh for our light mesh
        meshFilter.mesh = lightMesh;															// Set this newly created mesh to the mesh filter
        lightMesh.name = "Light Mesh";															// Give it a name
        lightMesh.MarkDynamic ();

        //Here's my custom code:
        if (gameObject.GetComponent<playerWarmth> ()) {
            playerWarmthScript = GetComponent<playerWarmth>();
            playerWarmthScript.WarmthRendOff ();
        }
        if (gameObject.GetComponent<WarmthObject> ()) {
            warmthObjectScript = GetComponent<WarmthObject>();
            warmthObjectScript.WarmthRendOff ();
        }

        //End of my custom code
    }