Пример #1
0
    IEnumerator Start()
    {
        light2d = GetComponent <DynamicLight>();
        if (light2d)
        {
            lastOffset = light2d.LightRadius;
        }

        if (pointLight)
        {
            lastRange = pointLight.range;
        }

        if (normalScalarObj)
        {
            lastScale = normalScalarObj.transform.localScale;
        }


        yield return(null);

        if (fireGO)
        {
            fireScale = fireGO.transform.localScale;
        }

        StartCoroutine(updateLoop());
    }
Пример #2
0
    internal void OnEnable()
    {
        //serialtarget = new SerializedObject(target);
        light = target as DynamicLight;

        version          = serializedObject.FindProperty("Version");
        lmaterial        = serializedObject.FindProperty("LightMaterial");
        lUseSolidColor   = serializedObject.FindProperty("SolidColor");
        lColor           = serializedObject.FindProperty("LightColor");
        radius           = serializedObject.FindProperty("LightRadius");
        segments         = serializedObject.FindProperty("Segments");
        range            = serializedObject.FindProperty("RangeAngle");
        layerm           = serializedObject.FindProperty("Layer");
        useEvents        = serializedObject.FindProperty("notifyGameObjectsReached");
        intelliderConvex = serializedObject.FindProperty("intelliderConvex");
        staticScene      = serializedObject.FindProperty("staticScene");
        recalcNorms      = serializedObject.FindProperty("recalculateNormals");
        strokeRender     = serializedObject.FindProperty("strokeRender");
        debugLines       = serializedObject.FindProperty("debugLines");
        //sortOrder = serializedObject.FindProperty("SortOrder");


        // Bounds
        getLightBounds();

        Undo.undoRedoPerformed += refreshLightObject;
    }
Пример #3
0
        /// <summary>
        /// R_RenderDlights
        /// </summary>
        private static void RenderDlights()
        {
            //int i;
            //dlight_t* l;

            if (_glFlashBlend.Value == 0)
            {
                return;
            }

            _DlightFrameCount = _FrameCount + 1;        // because the count hasn't advanced yet for this frame

            GL.DepthMask(false);
            GL.Disable(EnableCap.Texture2D);
            GL.ShadeModel(ShadingModel.Smooth);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);

            for (int i = 0; i < Client.MAX_DLIGHTS; i++)
            {
                DynamicLight l = Client.DLights[i];
                if (l.die < Client.Cl.time || l.radius == 0)
                {
                    continue;
                }

                RenderDlight(l);
            }

            GL.Color3(1f, 1, 1);
            GL.Disable(EnableCap.Blend);
            GL.Enable(EnableCap.Texture2D);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.DepthMask(true);
        }
 void Start()
 {
     dl = MonsterEye.GetComponent <DynamicLight>();
     dl.InsideFieldOfViewEvent += onEnterFieldOfView;
     targetPosition             = new Vector3(11.5f, Monster.transform.position.y, 0f);
     // yield return new WaitForEndOfFrame();
 }
Пример #5
0
    public List <Vector3> FindCirclePoint(List <Vector3> points, DynamicLight light)
    {
        for (int i = 0; i < points.Count; i++)
        {
            Vector2 direction = points[i] - light.transform.position;

            float distance = Mathf.Sqrt(direction.x * direction.x + direction.y * direction.y);

            RaycastHit2D[] hits = Physics2D.RaycastAll(light.transform.position, direction, distance, light.layer);

            bool touchAnotherCollider = false;
            foreach (RaycastHit2D h in hits)
            {
                if (h.collider != circle)
                {
                    touchAnotherCollider = true;
                    break;
                }
            }
            if (!touchAnotherCollider)
            {
                float angle = Light_Tools.GetAngle(direction);
                points[i] = new Vector3(points[i].x, points[i].y, angle);
            }
            else
            {
                points.Remove(points[i]);
                i--;
            }
        }
        return(points);
    }
Пример #6
0
 void Start()
 {
     // Load into array all gameobjects with '2ddl' tag
     casters = GameObject.FindGameObjectsWithTag("2ddl");
     // instantiate a dynamicLight component from SceneLight GameObject
     dl = SceneLight.GetComponent <DynamicLight>();
 }
Пример #7
0
    //trouve tous les points qui sont "visibles" par la lumière
    public List <Vector3> FindPoint(List <Vector3> points, DynamicLight light)
    {
        for (int i = 0; i < points.Count; i++)
        {
            Vector2 direction = points[i] - light.transform.position;

            float distance = Mathf.Sqrt(direction.x * direction.x + direction.y * direction.y) - 0.05f;;
            if (distance <= light.GetRadius())
            {
                // on s'arrête juste avant le collider pour voir s'il touche quand même. Si c'est le cas alors le raycast se rentre dedans.
                RaycastHit2D hit = Physics2D.Raycast(light.transform.position, direction, distance - 0.05f, light.layer);

                // si le raycast ne touche rien alors le collider est en contacte direct avec la lumière
                if (!hit)
                {
                    float angle = Light_Tools.GetAngle(direction);
                    points[i] = new Vector3(points[i].x, points[i].y, angle);
                }
                // si le dernier point n'est pas le collider cela veut dire que,
                // normalement il aurait due être pris en compte mais un objet bloque la lumière
                else
                {
                    points.Remove(points[i]);
                    i--;
                }
            }
            else
            {
                points.Remove(points[i]);
                i--;
            }
        }
        return(points);
    }
Пример #8
0
	internal void OnEnable(){
		light = target as DynamicLight;
		reloadAsset ();
		//UnityEngine.Object asset = AssetUtility.LoadAsset<DynamicLightSetting> ("Assets/2DDL/2DLight/Settings", "Settings.asset");

		//tmpAsset = new SerializedObject(AssetUtility.LoadAsset<DynamicLightSetting>("Assets/2DDL/2DLight/Settings", "Settings.asset"));
	}
Пример #9
0
	internal void OnEnable(){

		//serialtarget = new SerializedObject(target);
		light = target as DynamicLight;

		version = serializedObject.FindProperty("Version");
		lmaterial = serializedObject.FindProperty("LightMaterial");
		lUseSolidColor = serializedObject.FindProperty("SolidColor");
		lColor = serializedObject.FindProperty("LightColor");
		radius = serializedObject.FindProperty ("LightRadius");
		segments = serializedObject.FindProperty ("Segments");
		range = serializedObject.FindProperty ("RangeAngle");
		layerm = serializedObject.FindProperty ("Layer");
		useEvents = serializedObject.FindProperty("notifyGameObjectsReached");
		intelliderConvex = serializedObject.FindProperty("intelliderConvex");
		staticScene = serializedObject.FindProperty("staticScene");
		recalcNorms = serializedObject.FindProperty("recalculateNormals");
		strokeRender = serializedObject.FindProperty("strokeRender");
		debugLines = serializedObject.FindProperty("debugLines");
		//sortOrder = serializedObject.FindProperty("SortOrder");


		// Bounds
		getLightBounds();

		Undo.undoRedoPerformed += refreshLightObject;

	}
Пример #10
0
    static void Create()
    {
        GameObject   gameObject = new GameObject("2DLight");
        DynamicLight s          = gameObject.AddComponent <DynamicLight>();

        s.Rebuild();
    }
Пример #11
0
 public List <Vector3> GetIntercections(List <Vector3> points, DynamicLight light)
 {
     for (int i = 0; i < points.Count; i++)
     {
         Light_Tools.GetIntersection(points[i], points[(i + 1) % (points.Count)], points, light);
     }
     return(points);
 }
Пример #12
0
 private void Start()
 {
     luz                    = GetComponentInChildren <DynamicLight>();
     circuloColision        = GetComponent <CircleCollider2D>();
     radio                  = luz.LightRadius;
     angulo                 = luz.RangeAngle;
     circuloColision.radius = radio;
 }
Пример #13
0
    // Use this for initialization
    void Start()
    {
        light2d = GameObject.Find("2DLight").GetComponent <DynamicLight>() as DynamicLight;
        myGO    = GameObject.Find("hexagon");

        // Add listener
        light2d.OnReachedGameObjects += waveReach;
    }
    internal void OnEnable()
    {
        light = target as DynamicLight;
        reloadAsset();
        //UnityEngine.Object asset = AssetUtility.LoadAsset<DynamicLightSetting> ("Assets/2DDL/2DLight/Settings", "Settings.asset");

        //tmpAsset = new SerializedObject(AssetUtility.LoadAsset<DynamicLightSetting>("Assets/2DDL/2DLight/Settings", "Settings.asset"));
    }
Пример #15
0
 private void Awake()
 {
     _light = GetComponentInChildren <DynamicLight>();
     // TurnOnLight(false);
     BaseMovementSpeed = MovementSpeed;
     Debug.LogWarning("Tutorial::Removing player prefs!");
     PlayerPrefs.DeleteAll();
 }
Пример #16
0
        // CL_Init
        public static void Init()
        {
            InitInput();
            InitTempEntities();

            if (_Name == null)
            {
                _Name          = new Cvar("_cl_name", "player", true);
                _Color         = new Cvar("_cl_color", "0", true);
                _ShowNet       = new Cvar("cl_shownet", "0"); // can be 0, 1, or 2
                _NoLerp        = new Cvar("cl_nolerp", "0");
                _LookSpring    = new Cvar("lookspring", "0", true);
                _LookStrafe    = new Cvar("lookstrafe", "0", true);
                _Sensitivity   = new Cvar("sensitivity", "3", true);
                _MPitch        = new Cvar("m_pitch", "0.022", true);
                _MYaw          = new Cvar("m_yaw", "0.022", true);
                _MForward      = new Cvar("m_forward", "1", true);
                _MSide         = new Cvar("m_side", "0.8", true);
                _UpSpeed       = new Cvar("cl_upspeed", "200");
                _ForwardSpeed  = new Cvar("cl_forwardspeed", "200", true);
                _BackSpeed     = new Cvar("cl_backspeed", "200", true);
                _SideSpeed     = new Cvar("cl_sidespeed", "350");
                _MoveSpeedKey  = new Cvar("cl_movespeedkey", "2.0");
                _YawSpeed      = new Cvar("cl_yawspeed", "140");
                _PitchSpeed    = new Cvar("cl_pitchspeed", "150");
                _AngleSpeedKey = new Cvar("cl_anglespeedkey", "1.5");
            }

            for (int i = 0; i < _EFrags.Length; i++)
            {
                _EFrags[i] = new EFrag();
            }

            for (int i = 0; i < _Entities.Length; i++)
            {
                _Entities[i] = new Entity();
            }

            for (int i = 0; i < _StaticEntities.Length; i++)
            {
                _StaticEntities[i] = new Entity();
            }

            for (int i = 0; i < _DLights.Length; i++)
            {
                _DLights[i] = new DynamicLight();
            }

            //
            // register our commands
            //
            Cmd.Add("entities", PrintEntities_f);
            Cmd.Add("disconnect", Disconnect_f);
            Cmd.Add("record", Record_f);
            Cmd.Add("stop", Stop_f);
            Cmd.Add("playdemo", PlayDemo_f);
            Cmd.Add("timedemo", TimeDemo_f);
        }
Пример #17
0
	internal void OnEnable(){
	
		light = target as DynamicLight;
		
		version = serializedObject.FindProperty ("version");
		lmaterial = serializedObject.FindProperty ("lightMaterial");
		radius = serializedObject.FindProperty ("lightRadius");
		segments = serializedObject.FindProperty ("lightSegments");
	}
Пример #18
0
    internal void OnEnable()
    {
        light = target as DynamicLight;

        version   = serializedObject.FindProperty("version");
        lmaterial = serializedObject.FindProperty("lightMaterial");
        radius    = serializedObject.FindProperty("lightRadius");
        segments  = serializedObject.FindProperty("lightSegments");
    }
Пример #19
0
 public void DrawEntityShadowVolume(DynamicLight Light, ShaderMaterial ShadowVolume)
 {
     RenderAPI.DbgPushGroup("Entity DrawShadowVolume");
     for (int i = 0; i < Entities.Length; i++)
     {
         Entities[i].DrawShadowVolume(Light.GetBoundingSphere(), ShadowVolume);
     }
     RenderAPI.DbgPopGroup();
 }
 public override void OnInspectorGUI()
 {
     base.OnInspectorGUI();  //вызов функции отрисовки базового класса для показа публичных полей компонента
     DynamicLight dLight = (DynamicLight)target;
     if (GUILayout.Button("Generate Light Mesh"))
     {
         dLight.GenerateLight();
     } 
 }
Пример #21
0
    static void addGradient()
    {
        Material     m          = AssetDatabase.LoadAssetAtPath("Assets/2DLightAssets/Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material;
        GameObject   gameObject = new GameObject("2DLight");
        DynamicLight s          = gameObject.AddComponent <DynamicLight>();

        s.setMainMaterial(m);
        s.Rebuild();
    }
    static void Create()
    {
        reloadAsset();
        Debug.Log(tmpAsset);
        GameObject   gameObject = new GameObject("2DLight");
        DynamicLight dl         = gameObject.AddComponent <DynamicLight>();

        dl.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset);
    }
Пример #23
0
    private void LocalVision()
    {
        GameObject g = Instantiate(Resources.Load <GameObject>("Characters/Vision"));

        vision = g.GetComponent <DynamicLight>();
        g.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, g.transform.position.z);
        g.transform.parent   = this.transform;
        RefreshVision();
    }
Пример #24
0
 void Start()
 {
     dc = GetComponent <DeathControl>();
     //originalColor = came.GetComponent<Camera>().backgroundColor;
     PrevAlertTime              = 0f;
     dl                         = GameObject.Find("Eyelight").GetComponent <DynamicLight>();
     dl.OnExitFieldOfView      += onExitFieldOfView;
     dl.InsideFieldOfViewEvent += onEnterFieldOfView;
     // yield return new WaitForEndOfFrame();
 }
 void Start()
 {
     came       = GameObject.Find("Main Camera");
     Monster    = GameObject.Find("Monster");
     MonsterEye = GameObject.Find("Eyelight");
     dl         = MonsterEye.GetComponent <DynamicLight>();
     dl.InsideFieldOfViewEvent += onEnterFieldOfView;
     targetPosition             = new Vector3(11f, Monster.transform.position.y, 0f);
     // yield return new WaitForEndOfFrame();
 }
Пример #26
0
        protected override void InitStates()
        {
            light2d        = GetComponentInChildren <DynamicLight>();
            _startPosition = transform.position;

            _availiableStates.Add(EAIState.Wandering, new AIStateWandering(this, SearchDistance, WanderingPointsRoot, SuspentionBar));
            _availiableStates.Add(EAIState.Alert, new AIStateAlert(this, SearchDistance * 2, AlertTime));
            _availiableStates.Add(EAIState.Attack, new AIStateAttack(this));
            BaseState = EAIState.Wandering;
        }
Пример #27
0
    void Start()
    {
        // Find and set 2DLight Object //
        light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight;

        // Find and set text obj //
        text = GameObject.Find("text").GetComponent<TextMesh>();

        // Add listener
        light2d.OnReachedGameObjects += waveReach;
    }
Пример #28
0
        static void DrawPointLightMask(DynamicLight Light)
        {
            if (StencilMat == null)
            {
                StencilMat = new ShaderMaterial("nop", Engine.GetShader("nop"));
            }

            PreparePointLight(Light);
            Engine.PointLightMesh.Material = StencilMat;
            Engine.PointLightMesh.Draw();
        }
Пример #29
0
 private void Start()
 {
     levelman           = GameObject.FindGameObjectWithTag("levelManager").GetComponent <levelmanager>();
     selected_color     = Color_Codes[(int)GemColor];
     selected_light     = Light_Color_Codes[(int)GemColor];
     GemSprite.color    = selected_color;
     GemLight.color     = selected_light;
     dynamicLightScript = dynamicLight.GetComponent <DynamicLight>();
     dynamicLight.SetActive(false);
     gem_area_sound = transform.parent.gameObject.GetComponent <AudioSource>();
 }
Пример #30
0
	void Start(){
		if(HeroGO)
			heroLastPos = (Vector2) HeroGO.transform.position;

		if(GO2ddl)
			lit = GO2ddl.transform.FindChild("2DLight").GetComponent<DynamicLight>();

		resetDelta();


	}
    static void addGradient()
    {
        reloadAsset();
        Material     m          = AssetDatabase.LoadAssetAtPath("Assets/2DDL/Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material;
        GameObject   gameObject = new GameObject("2DLight");
        DynamicLight s          = gameObject.AddComponent <DynamicLight>();

        s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset);
        s.setMainMaterial(m);
        s.Rebuild();
    }
Пример #32
0
    void Start()
    {
        // Find and set 2DLight Object //
        light2d = GameObject.Find("2DLight").GetComponent <DynamicLight>() as DynamicLight;

        // Find and set text obj //
        text = GameObject.Find("text").GetComponent <TextMesh>();

        // Add listener
        light2d.OnReachedGameObjects += waveReach;
    }
Пример #33
0
	// Use this for initialization
	void Start () {
		light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight;
		//myGO = GameObject.Find("hexagon");
		text = GameObject.Find("text").GetComponent<TextMesh>();

		// Add listener
		light2d.OnReachedGameObjects += waveReach;



	}
Пример #34
0
 void Awake()
 {
     textos = GetComponentsInChildren <Text>();
     luz    = GetComponentInChildren <DynamicLight>();
     boton  = GetComponentInChildren <Button>();
     luz.gameObject.SetActive(false);
     foreach (Text t in textos)
     {
         t.gameObject.SetActive(false);
     }
     boton.gameObject.SetActive(false);
 }
    static void addPseudo()
    {
        folderPath = DynamicLight2D.EditorUtils.getMainRelativepath();

        Object     prefab = AssetDatabase.LoadAssetAtPath(folderPath + "Prefabs/Lights/2DPseudoSpotLight.prefab", typeof(GameObject));
        GameObject hex    = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;

        hex.transform.position = new Vector3(0, 0, 0);
        hex.name    = "2DRadialGradientPoint";
        light       = hex.GetComponent <DynamicLight>();
        light.layer = 255;
    }
    static void addSpotIlum()
    {
        reloadAsset();
        Object     prefab = AssetDatabase.LoadAssetAtPath("Assets/2DDL/Prefabs/Lights/2DDL-Spot2DWithIlumination.prefab", typeof(GameObject));
        GameObject hex    = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;

        hex.transform.position = new Vector3(5, 0, 0);
        DynamicLight s = hex.GetComponent <DynamicLight>();

        s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset);
        hex.name      = "2DDL-Point2DLightWithIlumination";
    }
Пример #37
0
    void Start()
    {
        thisLight = GameObject.Find("2DLight").GetComponent<DynamicLight>();
        player = GameObject.Find("MartinHead");

        timer = gameObject.AddComponent<TimerClass>();

        // Subscribe timer events //
        timer.OnUpdateTimerEvent += timerUpdate;
        timer.OnTargetTimerEvent += tick;

        timer.InitTimer(1f, true);
    }
	void Start () {
		// Find and set 2DLight Object //
		light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight;

		// Find and set text obj //
		text = GameObject.Find("text").GetComponent<TextMesh>();

		// Add listeners
		light2d.InsideFieldOfViewEvent += waveReach;
		light2d.OnExitFieldOfView += onExitCaster;
		light2d.OnEnterFieldOfView += onEnterCaster;

	}
Пример #39
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?
        }
    }
Пример #40
0
	IEnumerator Start () {
		// Find and set 2DLight Object //
		light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight;
		

		// Add listeners

		light2d.OnExitFieldOfView += onExit;
		light2d.OnEnterFieldOfView += onEnter;

		yield return new WaitForEndOfFrame();
		StartCoroutine(loop());
		
	}
Пример #41
0
	new void Start()
	{
		cooldowns = new float[2] { 0.2f, 10f };

        healthBar = transform.GetChild(0).gameObject.GetComponent<HealthBar>();
        _classStat = new PlayerBaseStat(playerID, healthBar);
        _classStat.MaxHp = 1100;
		_classStat.MoveSpeed = 6;
		_classStat.AtkPower = 100;
		_classStat.Defense = 25;

        base.Start();

        inSpecial = false;
		fired = false;
		
		bullet = (Rigidbody2D)Resources.Load("Prefabs/SmallBullet", typeof(Rigidbody2D));
		laser = (Rigidbody2D)Resources.Load("Prefabs/Laser", typeof(Rigidbody2D));
		
		var controller = Resources.Load("Controllers/gunboi") as RuntimeAnimatorController;
		gameObject.GetComponent<Animator>().runtimeAnimatorController = controller;
		mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
		zoomIn = mainCamera.orthographicSize;
		visionCamera = GameObject.Find("Camera FOV").GetComponent<Camera>();
		hiddenCamera = GameObject.Find("Camera Enemies").GetComponent<Camera>();
		NetworkingManager.Subscribe(fireFromServer, DataType.SpecialCase, (int)SpecialCase.GunnerSpecial);

        //Player specific initialization
        if (playerID == GameData.MyPlayer.PlayerID)
		{
            //Starting item kit
            Inventory.instance.AddItem(12);

			// Initialize Vision Cone and movement components
			FOVCone 		= transform.GetChild(1).gameObject.GetComponent<DynamicLight>();
			FOVConeHidden 	= transform.GetChild(3).gameObject.GetComponent<DynamicLight>();
			movement 		= gameObject.GetComponent<Movement>();

			startingOrthographicSize = mainCamera.orthographicSize;
			startingConeRadius 		 = FOVCone.LightRadius;
			startingRangeAngle 		 = FOVCone.RangeAngle;
		}

        //add gunboi attack sound
        au_simple_attack = Resources.Load("Music/Weapons/gunboi_gun_primary") as AudioClip;
        au_special_attack = Resources.Load("Music/Weapons/gunboi_gun_secondary") as AudioClip;
        au_gunner_charge = Resources.Load("Music/Weapons/gunboi_gun_charge") as AudioClip;
    }
Пример #42
0
	IEnumerator Start () {
		light2d = GetComponent<DynamicLight>();
		if(light2d)
			lastOffset = light2d.LightRadius;

		if(pointLight)
			lastRange = pointLight.range;

		if(normalScalarObj)
			lastScale = normalScalarObj.transform.localScale;


		yield return null;
		if(fireGO)
			fireScale = fireGO.transform.localScale;

		StartCoroutine(updateLoop());

	}
Пример #43
0
	IEnumerator Start () {

		ghostInScene = FindObjectsOfType(typeof(GameObject)) as GameObject[];
		vehicle = GameObject.FindGameObjectWithTag("vehicle");

		bullets = new GameObject[20];
		for(int i = 0; i<bullets.Length; i++){
			//bullets[i].AddComponent<>();
		}


		yield return new WaitForSeconds(1);

		lineOfSight = GameObject.FindGameObjectWithTag("gun").GetComponent<DynamicLight>();
		if(lineOfSight)
			lineOfSight.InsideFieldOfViewEvent += iSawAGhost;

		audioSrc = GetComponent<AudioSource>();

		StartCoroutine (SightVariance());

	}
Пример #44
0
 // Use this for initialization
 void Start()
 {
     dynLightScript = GetComponent<DynamicLight> ();
     isRealWorld = true;
 }
	// Use this for initialization
	void Start () {
		light2d = GameObject.FindGameObjectWithTag("2ddl").GetComponent<DynamicLight>();
	}
	public override void OnEnter()
	{
			light2d=gameobject.GameObject.Value.GetComponent<DynamicLight>();
			light2d.OnReachedGameObjects+=reachGameobjects;
//		Finish();
	}
	// Use this for initialization
	void Start () {
		light2d=GetComponent<DynamicLight>();
		light2d.OnReachedGameObjects+=reachGameobjects;
	}
Пример #48
0
	void Start () {
		dl = GetComponent<DynamicLight>();
		lastOffset = dl.LightRadius;
		StartCoroutine(updateLoop());

	}
Пример #49
0
	void Start(){
		// Load into array all gameobjects with '2ddl' tag
		casters = GameObject.FindGameObjectsWithTag ("2ddl");
		// instantiate a dynamicLight component from SceneLight GameObject
		dl = SceneLight.GetComponent<DynamicLight>(); 
	}
	void Start () {
		l2d = GetComponent<DynamicLight>();
		l2d.setMagRange(proximityCasters);
	}