public void OnStart() { foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col0")) { _col0Lights.Add(obj.RequireComponent <CLight>()); _allLights.Add(obj.RequireComponent <CLight>()); } foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col1")) { _col1Lights.Add(obj.RequireComponent <CLight>()); _allLights.Add(obj.RequireComponent <CLight>()); } foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col2")) { _col2Lights.Add(obj.RequireComponent <CLight>()); _allLights.Add(obj.RequireComponent <CLight>()); } foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col3")) { _col3Lights.Add(obj.RequireComponent <CLight>()); _allLights.Add(obj.RequireComponent <CLight>()); } chilloutFace = GameObject.GetGameObjectByName("lastchilloutface"); faceRender = chilloutFace.RequireComponent <CSkinMeshRenderer>(); faceTransform = chilloutFace.RequireComponent <CTransform>(); faceRender.setEnabled(false); distortScript = GetScript <DistortForTime>(gameObject); currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime); sound = gameObject.RequireComponent <CSound>(); }
public override void OnStart() { base.OnStart(); player = Common.GetStealthPlayer(); girl = GameObject.GetGameObjectByName("MonsterGirl_Hall").GetComponent <CSkinMeshRenderer>(); girl.setEnabled(false); sound = gameObject.RequireComponent <CSound>(); }
public void OnStart() { //base.OnStart(); currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime); currDeadTimer = MMath.GetRandomLimitedFloat(_monsterMinRestTime, _monsterMaxRestTime); chilloutFace = GameObject.GetGameObjectByName("maxChill"); faceRender = chilloutFace.RequireComponent <CSkinMeshRenderer>(); faceTransform = chilloutFace.RequireComponent <CTransform>(); faceRender.setEnabled(false); distortScript = GetScript <DistortForTime>(gameObject); }
public override void OnStart() { base.OnStart(); monsterCroak = "C1_PAIN.vente"; GameObject face = GameObject.GetGameObjectByName(scaryObjName); GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName); light = lightObj.RequireComponent <CLight>(); lightScript = GetScript <LightFlicker>(lightObj); distortScript = GetScript <DistortForTime>(gameObject); scaryRender = face.RequireComponent <CSkinMeshRenderer>(); scaryRender.setEnabled(false); _sound = gameObject.RequireComponent <CSound>(); }
public void OnUpdate() { if (spin >= 0) { spin -= FrameController.DT() * 2; gameObject.transform.RotateAround(Vector3.Up, spin); light.mIntensity = spin / 30.0f; light.mRange = light.mIntensity; } if (spookEnabled) { Vector3 forw = (Vector3)Common.GetSurveillancePlayerCam().transform.GetForwardVector(); if (Vector3.Dot(forw, (Vector3)spookg.transform.GetForwardVector()) < -0.88f) { Logger.Log("boo"); spookEnabled = false; spook = null; spookg.transform.SetPositionY(-1000); gameObject.RequireComponent <CSound>().PlayIndependentEvent("C1_ANGRY.vente", false, 0); } } }