Exemplo n.º 1
0
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane     = GetComponent <AeroplaneController>();
            m_Rigidbody = GetComponent <Rigidbody>();


            // Add the audiosources and get the references.
            m_EngineSoundSource             = gameObject.AddComponent <AudioSource>();
            m_EngineSoundSource.playOnAwake = false;
            m_WindSoundSource             = gameObject.AddComponent <AudioSource>();
            m_WindSoundSource.playOnAwake = false;

            // Assign clips to the audiosources.
            m_EngineSoundSource.clip = m_EngineSound;
            m_WindSoundSource.clip   = m_WindSound;

            // Set the parameters of the audiosources.
            m_EngineSoundSource.minDistance  = m_AdvancedSetttings.engineMinDistance;
            m_EngineSoundSource.maxDistance  = m_AdvancedSetttings.engineMaxDistance;
            m_EngineSoundSource.loop         = true;
            m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;

            m_WindSoundSource.minDistance  = m_AdvancedSetttings.windMinDistance;
            m_WindSoundSource.maxDistance  = m_AdvancedSetttings.windMaxDistance;
            m_WindSoundSource.loop         = true;
            m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;

            // call update here to set the sounds pitch and volumes before they actually play
            Update();

            // Start the sounds playing.
            m_EngineSoundSource.Play();
            m_WindSoundSource.Play();
        }
Exemplo n.º 2
0
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent<AeroplaneController>();
            m_Rigidbody = GetComponent<Rigidbody>();


            // Add the audiosources and get the references.
            m_EngineSoundSource = gameObject.AddComponent<AudioSource>();
            m_EngineSoundSource.playOnAwake = false;
            m_WindSoundSource = gameObject.AddComponent<AudioSource>();
            m_WindSoundSource.playOnAwake = false;

            // Assign clips to the audiosources.
            m_EngineSoundSource.clip = m_EngineSound;
            m_WindSoundSource.clip = m_WindSound;

            // Set the parameters of the audiosources.
            m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance;
            m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance;
            m_EngineSoundSource.loop = true;
            m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;

            m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance;
            m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance;
            m_WindSoundSource.loop = true;
            m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;

            // call update here to set the sounds pitch and volumes before they actually play
            Update();

            // Start the sounds playing.
            m_EngineSoundSource.Play();
            m_WindSoundSource.Play();
        }
 private void Awake()
 {
     // Set up the reference to the aeroplane controller.
     m_Aeroplane     = GetComponent <AeroplaneController>();
     inputController = new InputController();
     inputController.Begin("192.168.43.49", 80);
 }
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Aeroplane = GetComponent <AeroplaneController>();
            asrc        = GetComponent <AudioSource>();

            currentBoostingTime = boostDuration;
        }
Exemplo n.º 5
0
        private bool m_TakenOff;                                        // Has the plane taken off yet


        // setup script properties
        private void Awake()
        {
            // get the reference to the aeroplane controller, so we can send move input to it and read its current state.
            m_AeroplaneController = GetComponent <AeroplaneController>();

            // pick a random perlin starting point for lateral wandering
            m_RandomPerlin = Random.Range(0f, 100f);
        }
Exemplo n.º 6
0
        private bool m_TakenOff;                            // Has the plane taken off yet


        // setup script properties
        private void Awake()
        {
            // get the reference to the aeroplane controller, so we can send move input to it and read its current state.
            m_AeroplaneController = GetComponent<AeroplaneController>();

            // pick a random perlin starting point for lateral wandering
            m_RandomPerlin = Random.Range(0f, 100f);
        }
 private void Awake()
 {
     // Set up the reference to the aeroplane controller.
     m_Aeroplane = GetComponent <AeroplaneController>();
     if (GameInputController.Instance().GetDevice() != null)
     {
         m_Aeroplane.isJoystick = true;
     }
 }
        private AeroplaneController m_Plane; // Reference to the aeroplane controller.


        private void Start()
        {
            // Get the reference to the aeroplane controller.
            m_Plane = GetComponent<AeroplaneController>();

            // Store the original local rotation of each surface, so we can rotate relative to this
            foreach (var surface in m_ControlSurfaces)
            {
                surface.originalLocalRotation = surface.transform.localRotation;
            }
        }
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent <AeroplaneController>();

            m_PropellorModelRenderer = m_PropellorModel.GetComponent <Renderer>();
            m_PropellorBlurRenderer  = m_PropellorBlur.GetComponent <Renderer>();

            // Set the propellor blur gameobject's parent to be the propellor.
            m_PropellorBlur.parent = m_PropellorModel;
        }
        private AeroplaneController m_Plane;                         // Reference to the aeroplane controller.


        private void Start()
        {
            // Get the reference to the aeroplane controller.
            m_Plane = GetComponent <AeroplaneController>();

            // Store the original local rotation of each surface, so we can rotate relative to this
            foreach (ControlSurface surface in m_ControlSurfaces)
            {
                surface.originalLocalRotation = surface.transform.localRotation;
            }
        }
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent<AeroplaneController>();

            m_PropellorModelRenderer = m_PropellorModel.GetComponent<Renderer>();
            m_PropellorBlurRenderer = m_PropellorBlur.GetComponent<Renderer>();

            // Set the propellor blur gameobject's parent to be the propellor.
            m_PropellorBlur.parent = m_PropellorModel;
        }
Exemplo n.º 12
0
        private Color m_OriginalStartColor; // The original starting colout of the particle system

        // Use this for initialization
        private void Start()
        {
            // get the aeroplane from the object hierarchy
            m_Jet = FindAeroplaneParent();

            // get the particle system ( it will be on the object as we have a require component set up
            m_System = GetComponent<ParticleSystem>();

            // set the original properties from the particle system
            m_OriginalLifetime = m_System.startLifetime;
            m_OriginalStartSize = m_System.startSize;
            m_OriginalStartColor = m_System.startColor;
        }
Exemplo n.º 13
0
        private Color m_OriginalStartColor; // The original starting colout of the particle system

        // Use this for initialization
        private void Start()
        {
            // get the aeroplane from the object hierarchy
            m_Jet = FindAeroplaneParent();

            // get the particle system ( it will be on the object as we have a require component set up
            m_System = GetComponent <ParticleSystem>();

            // set the original properties from the particle system
            m_OriginalLifetime   = m_System.main.startLifetime.constant;
            m_OriginalStartSize  = m_System.main.startSize.constant;
            m_OriginalStartColor = m_System.main.startColor.color;
        }
Exemplo n.º 14
0
        //private Renderer m_PropellorModelRenderer_2;
        // private Renderer m_PropellorBlurRenderer_2;

        // private Renderer m_PropellorModelRenderer_3;
        // private Renderer m_PropellorBlurRenderer_3;

        //  private Renderer m_PropellorModelRenderer_4;
        //  private Renderer m_PropellorBlurRenderer_4;
        private void Awake()
        {
            // Set up the reference to the aeroplane controller.
            m_Plane = GetComponent <AeroplaneController>();

            m_PropellorModelRenderer_1 = m_PropellerModel_1.GetComponent <Renderer>();
            m_PropellorBlurRenderer_1  = m_PropellerBlur_1.GetComponent <Renderer>();

            // m_PropellorModelRenderer_2 = m_PropellerModel_2.GetComponent<Renderer>();
            //m_PropellorBlurRenderer_2 = m_PropellerBlur_2.GetComponent<Renderer>();

            //   m_PropellorModelRenderer_3 = m_PropellerModel_3.GetComponent<Renderer>();
            //  m_PropellorBlurRenderer_3 = m_PropellerBlur_3.GetComponent<Renderer>();

            // m_PropellorModelRenderer_4 = m_PropellerModel_4.GetComponent<Renderer>();
            // m_PropellorBlurRenderer_4 = m_PropellerBlur_4.GetComponent<Renderer>();
            // Set the propellor blur gameobject's parent to be the propellor.
            m_PropellerBlur_1.parent = m_PropellerModel_1;
            // m_PropellerBlur_2.parent = m_PropellerModel_2;
            //m_PropellerBlur_3.parent = m_PropellerModel_3;
            //m_PropellerBlur_4.parent = m_PropellerModel_4;
        }
Exemplo n.º 15
0
 private void Awake()
 {
     // Set up the reference to the aeroplane controller.
     m_Aeroplane = GetComponent <AeroplaneController>();
 }
Exemplo n.º 16
0
 // Use this for initialization
 private void Start()
 {
     m_Plane     = GetComponent <AeroplaneController>();
     m_Animator  = GetComponent <Animator>();
     m_Rigidbody = GetComponent <Rigidbody>();
 }
 private void Awake()
 {
     m_AeroplaneController = GetComponent<AeroplaneController>();
     m_RandomPerlin = Random.Range(0f, 100f);						// pick a random perlin starting point for lateral wandering
 }
 private void Awake()
 {
     // Set up the reference to the aeroplane controller.
     m_Aeroplane = GetComponent<AeroplaneController>();
 }
Exemplo n.º 19
0
 private void Start()
 {
     test    = Camera.main.GetComponent <PostProcessingBehaviour>();
     chicken = GetComponent <AeroplaneController>();
     //postProcess = Camera.main.GetComponent<PostProcessingBehaviour>();
 }
Exemplo n.º 20
0
 // Use this for initialization
 private void Start()
 {
     m_Plane = GetComponent<AeroplaneController>();
     m_Animator = GetComponent<Animator>();
     m_Rigidbody = GetComponent<Rigidbody>();
 }
 private void Start()
 {
     m_Aeroplane    = GetComponent <AeroplaneController>();
     _netMqListener = new NetMqListener(HandleMessageCar);
     _netMqListener.Start();
 }
 private void Awake()
 {
     m_Aeroplane = GetComponent <UnityStandardAssets.Vehicles.Aeroplane.AeroplaneController>();
 }
Exemplo n.º 23
0
 // Use this for initialization
 void Start()
 {
     m_Player    = GameObject.FindGameObjectWithTag("Player").transform;
     m_Aeroplane = GetComponent <UnityStandardAssets.Vehicles.Aeroplane.AeroplaneController>();
 }