void Start() { brightcoef = 1; starttime = Time.time; lighti = GetComponent<Light>(); theflare = GetComponent<LensFlare>(); thetrans = transform; ColorWanted = new Vector3(255, 255, 255); lighti.color = guitools.RGB(ColorWanted.x, ColorWanted.y, ColorWanted.z); theflare.color = guitools.RGB(ColorWanted.x, ColorWanted.y, ColorWanted.z); CurrentColor = ColorWanted; if (delay > houreees / 4f && delay < houreees / 3f) { ColorWanted = 255* new Vector3(Morning.r, Morning.g, Morning.b); print("A"); } if (delay > houreees / 3f && delay < (houreees * 3 / 4f - houreees / 12f)) { ColorWanted = 255 * new Vector3(Day.r, Day.g, Day.b); print("B"); } if (delay > (houreees * 3 / 4f - houreees / 12f) && delay < houreees * 3 / 4f) { ColorWanted = 255 * new Vector3(Night.r, Night.g, Night.b); print("C"); } lighti.color = guitools.RGB(ColorWanted.x, ColorWanted.y, ColorWanted.z); CurrentColor = ColorWanted; StartCoroutine(suni(angle,delay)); }
static public int constructor(IntPtr l) { UnityEngine.LensFlare o; o = new UnityEngine.LensFlare(); pushObject(l, o); return(1); }
// Use this for initialization void Start () { strength = 3500f; lensFlare = GetComponent<LensFlare>(); Vector3 heading = gameObject.transform.position - Camera.main.transform.position; float dist = heading.magnitude; lensFlare.brightness = strength / dist; }
static public int set_color(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); UnityEngine.Color v; checkType(l, 2, out v); o.color = v; return(0); }
// Use this for initialization void Start() { Transform mychildtransform = transform.FindChild("Point light"); light = mychildtransform.gameObject; flare = light.GetComponent<LensFlare>(); gameObject.GetComponent<Enemy_PlayerAttacking>().OnAttackingPlayer += OnAttackingPlayer; }
static public int set_flare(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); UnityEngine.Flare v; checkType(l, 2, out v); o.flare = v; return(0); }
private float timer = 0; //timer for decaylight #endregion Fields #region Methods // Use this for initialization void Start() { rigidbody = GetComponent<Rigidbody>(); lightObject = gameObject.GetComponentInChildren<Light>(); flareLens = lightObject.GetComponent<LensFlare>(); rigidbody.velocity = transform.right * speed; Destroy(gameObject, destroyTime); }
// Use this for initialization void Start() { theCanon = transform.parent.GetComponent<Canon>(); pointLight = transform.FindChild("Light").light; lensFlare = transform.GetComponentInChildren<LensFlare>(); ps = transform.FindChild("PS").particleSystem; time = 0f; if(!Application.loadedLevelName.Contains("Editor") && !Application.loadedLevelName.Contains("MainMenu") ) gameplay = GameObject.Find("Engine").GetComponent<Gameplay>(); }
static public int set_brightness(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); float v; checkType(l, 2, out v); o.brightness = v; return(0); }
static public int set_fadeSpeed(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); float v; checkType(l, 2, out v); o.fadeSpeed = v; return(0); }
// Use this for initialization void Start () { // get all the objects we'll need for the cutscene //FlyingBBall = GameObject.Find ("Flying Basketball"); ScreenFlash = GameObject.Find ("ScreenFlash").GetComponent<ScreenFlasher>(); ExplosionFlare = GameObject.Find ("Explosion_Flare").GetComponent<LensFlare>(); SparkParticles = GameObject.Find ("SparkParticles").GetComponent<ParticleSystem>(); mus = GameObject.Find ("BGM").GetComponent<MusicPlayer>(); bc = GetComponent<BattleController>(); }
static public int get_fadeSpeed(IntPtr l) { try { UnityEngine.LensFlare self = (UnityEngine.LensFlare)checkSelf(l); pushValue(l, true); pushValue(l, self.fadeSpeed); return(2); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.LensFlare lensFlare = (UnityEngine.LensFlare)value; writer.WriteProperty("flare", lensFlare.flare); writer.WriteProperty("brightness", lensFlare.brightness); writer.WriteProperty("fadeSpeed", lensFlare.fadeSpeed); writer.WriteProperty("color", lensFlare.color); writer.WriteProperty("enabled", lensFlare.enabled); writer.WriteProperty("tag", lensFlare.tag); writer.WriteProperty("name", lensFlare.name); writer.WriteProperty("hideFlags", lensFlare.hideFlags); }
static public int get_fadeSpeed(IntPtr l) { try { UnityEngine.LensFlare self = (UnityEngine.LensFlare)checkSelf(l); pushValue(l, self.fadeSpeed); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.LensFlare o; o=new UnityEngine.LensFlare(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public static int constructor(IntPtr l) { try { UnityEngine.LensFlare o; o=new UnityEngine.LensFlare(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.LensFlare o; o = new UnityEngine.LensFlare(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.LensFlare o; o = new UnityEngine.LensFlare(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.LensFlare o; if (matchType(l, 1)) { o = new UnityEngine.LensFlare(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
private void Start() { flare = GetComponent<LensFlare>(); startPos = transform.position; starMat = GetComponent<Renderer>().material; trailMat = GetComponent<TrailRenderer>().material; starMat.SetFloat("_Transparency", 0.0f); trailMat.SetFloat("_Transparency", 0.0f); flare.brightness = minFlareBrightness; tr = gameObject.GetComponent<TrailRenderer>(); origTrailTime = tr.time; maxValues = new AnimationParameters() { scale = maxScale, starTransparency = 1.0f, trailTransparency = 1.0f, flareBrightness = maxFlareBrightness }; minValues = new AnimationParameters() { scale = minScale, starTransparency = 0.0f, trailTransparency = 0.0f, flareBrightness = minFlareBrightness }; }
static public int set_fadeSpeed(IntPtr l) { try { UnityEngine.LensFlare self = (UnityEngine.LensFlare)checkSelf(l); float v; checkType(l, 2, out v); self.fadeSpeed = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_fadeSpeed(IntPtr l) { try { UnityEngine.LensFlare self = (UnityEngine.LensFlare)checkSelf(l); float v; checkType(l, 2, out v); self.fadeSpeed = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_color(IntPtr l) { try { UnityEngine.LensFlare self = (UnityEngine.LensFlare)checkSelf(l); UnityEngine.Color v; checkType(l, 2, out v); self.color = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static void LensFlare_color(JSVCall vc) { if (vc.bGet) { UnityEngine.LensFlare _this = (UnityEngine.LensFlare)vc.csObj; var result = _this.color; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.Color arg0 = (UnityEngine.Color)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.LensFlare _this = (UnityEngine.LensFlare)vc.csObj; _this.color = arg0; } }
static void LensFlare_fadeSpeed(JSVCall vc) { if (vc.bGet) { UnityEngine.LensFlare _this = (UnityEngine.LensFlare)vc.csObj; var result = _this.fadeSpeed; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.LensFlare _this = (UnityEngine.LensFlare)vc.csObj; _this.fadeSpeed = arg0; } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.LensFlare lensFlare = (UnityEngine.LensFlare)value; foreach (string property in reader.Properties) { switch (property) { case "flare": if (lensFlare.flare == null) { lensFlare.flare = reader.ReadProperty <UnityEngine.Flare> (); } else { reader.ReadIntoProperty <UnityEngine.Flare> (lensFlare.flare); } break; case "brightness": lensFlare.brightness = reader.ReadProperty <System.Single> (); break; case "fadeSpeed": lensFlare.fadeSpeed = reader.ReadProperty <System.Single> (); break; case "color": lensFlare.color = reader.ReadProperty <UnityEngine.Color> (); break; case "enabled": lensFlare.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": lensFlare.tag = reader.ReadProperty <System.String> (); break; case "name": lensFlare.name = reader.ReadProperty <System.String> (); break; case "hideFlags": lensFlare.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
// Use this for initialization void Start() { animation["GeneratorAnimation"].speed = 0; animation.wrapMode = WrapMode.Loop; Transform mychildtransform = transform.FindChild("Point light"); light = mychildtransform.gameObject; flare = light.GetComponent<LensFlare>(); particleSys = transform.FindChild("Particle System").gameObject.particleSystem; if (associatedSwitch != null) { associatedSwitch.GetComponent<Generator_Switch_Controller>().OnActivateGeneratorSwitch += OnActivateSwitch; } }
// Use this for initialization void Start () { flare = GetComponent<LensFlare>(); }
void Start() { m_spriteBuilder = GetComponentInChildren<SpriteBuilder> (); m_spriteBuilder.Build (); m_spriteDestruction = GetComponentInChildren<SpriteDestruction> (); m_collider = GetComponent<BoxCollider2D> (); m_audioSource = GetComponent<AudioSource> (); m_lensFlare = GetComponent<LensFlare> (); m_trail = GetComponentInChildren<TrailRenderer> (); StartCoroutine (Deploy ()); }
static public int get_brightness(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); pushValue(l, o.brightness); return(1); }
private void Awake() { omega = Random.Range(minOmega, maxOmega); light.range = Settings.DimensionScaleFactor; flare = GetComponent<LensFlare>(); }
// Use this for initialization void Start() { moving = true; flare = gameObject.GetComponent<LensFlare>(); }
void Start() { //Stores level spawners in hierarchy spawnerParent = GameObject.Find("Spawners").transform.FindChild("LevelSpawners").transform; //Used to animate a flash flash = GameObject.Find("Flash").GetComponent<LensFlare>(); wallParent = GameObject.Find("Walls").transform; walls = wallParent.GetComponentsInChildren<Wall>(); lava = FindObjectOfType<Lava>(); sunAnimator = FindObjectOfType<Sun>().GetComponent<Animator>(); overlay1 = new Overlay(GameObject.Find("Overlay").transform); overlay2 = new Overlay(GameObject.Find("Overlay2").transform); //Set up and Start level 0 SetUpLevel(); PlayLevel(); }
static public int get_color(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); pushValue(l, o.color); return(1); }
// Use this for initialization void Start() { flare = GetComponent<LensFlare>(); startBrightness = flare.brightness; }
// Use this for initialization void Start() { Swift = gameObject.GetComponent<LensFlare>(); InvokeRepeating ("flashing",0,.075f); }
static public int get_fadeSpeed(IntPtr l) { UnityEngine.LensFlare o = (UnityEngine.LensFlare)checkSelf(l); pushValue(l, o.fadeSpeed); return(1); }
// Use this for initialization void Start() { state = GameState.Instance; l = GetComponent<Light>(); flare = GetComponent<LensFlare>(); }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.LensFlare lensFlare = SaveGameType.CreateComponent <UnityEngine.LensFlare> (); ReadInto(lensFlare, reader); return(lensFlare); }
protected void Initialize () { oldShapeLength = shapeLength; bool anyLights = false; for(int n = 0; n < arcs.Length; n++) { //Particle emitter initialization for (int q = 0; q < arcs[n].emissionOptions.Length; q++) { if (emitterSystems[n][q] == null && arcs[n].emissionOptions[q].shurikenPrefab != null) { GameObject partGameObject = (GameObject)GameObject.Instantiate(arcs[n].emissionOptions[q].shurikenPrefab); partGameObject.name = "EmitterObject "+gameObject.name+" "+n.ToString()+","+q.ToString(); emitterSystems[n][q] = partGameObject.GetComponent<ParticleSystem>(); if (emitterSystems[n][q].enableEmission) emitterSystems[n][q].enableEmission = false; if (!arcs[n].emissionOptions[q].emitAfterRayDeath) partGameObject.transform.parent = transform; else { emitterDestructors[n][q] = partGameObject.AddComponent<ArcReactor_EmitterDestructor>(); emitterDestructors[n][q].partSystem = emitterSystems[n][q]; emitterDestructors[n][q].enabled = false; } partGameObject.transform.position = transform.position; partGameObject.transform.rotation = transform.rotation; } } //Lights initialization if (arcs[n].lightsOptions.lights) { for (int i = 0; i < lightsCount[n]; i++) { Destroy(lights[n,i].gameObject); } } anyLights |= arcs[n].lightsOptions.lights; lightsCount[n] = Mathf.Max ((int)(shapeLength * 2 / arcs[n].lightsOptions.lightsRange + 1),2); //Segment and vertex initialization segmNums[n] = Mathf.Max((int)(shapeLength / (arcs[n].sizeOptions.segmentLength * sizeMultiplier))+arcs[n].sizeOptions.minNumberOfSegments,2); vertexCount[n] = segmNums[n]*(arcs[n].sizeOptions.numberOfSmoothingSegments+1)+1; oldVertexCount[n] = vertexCount[n]; oldVertices[n] = new Vector3[vertexCount[n]]; vertices[n] = new Vector3[vertexCount[n]]; lrends[n].SetVertexCount(vertexCount[n]); //Flares placing if (arcs[n].flaresOptions.startFlare.enabled && startFlare == null) { GameObject obj = new GameObject(gameObject.name + "_Start_flare"); obj.transform.parent = transform; startFlare = obj.gameObject.AddComponent<LensFlare>(); startFlare.flare = arcs[n].flaresOptions.startFlare.flare; startFlare.fadeSpeed = arcs[n].flaresOptions.startFlare.fadeSpeed; } if (arcs[n].flaresOptions.endFlare.enabled && endFlare == null) { GameObject obj = new GameObject(gameObject.name + "_End_flare"); obj.transform.parent = transform; endFlare = obj.gameObject.AddComponent<LensFlare>(); endFlare.flare = arcs[n].flaresOptions.endFlare.flare; endFlare.fadeSpeed = arcs[n].flaresOptions.endFlare.fadeSpeed; } } //vertices = new Vector3[arcs.Length,vertexCount.Max()]; arcPoints = new Vector3[arcs.Length,segmNums.Max()+2]; shiftVectors = new Vector3[arcs.Length,segmNums.Max()+2]; arcTangents = new Vector3[arcs.Length,segmNums.Max()+2]; arcTangentsShift = new Quaternion[arcs.Length,segmNums.Max()*2+2]; for (int n = 0; n < arcs.Length; n++) { ResetArc(n); } if (anyLights) { GameObject lightObject; lights = new Light[arcs.Length,lightsCount.Max()]; lightsTransforms = new Transform[arcs.Length,lightsCount.Max()+1]; for(int n = 0; n < arcs.Length; n++) { if (arcs[n].lightsOptions.lights) { for (int i = 0; i < lightsCount[n]; i++) { lightObject = new GameObject("ArcLight"); lightObject.transform.parent = transform; lightsTransforms[n,i] = lightObject.transform; lights[n,i] = lightObject.AddComponent<Light>(); lights[n,i].type = LightType.Point; lights[n,i].renderMode = arcs[n].lightsOptions.renderMode; lights[n,i].range = arcs[n].lightsOptions.lightsRange; } } } } }
void Start() { _flare = GetComponent<LensFlare> (); _light = GetComponentInChildren<Light> (); shooter = FindObjectOfType<HeroShooter> (); _flareBrightness = _flare.brightness; playerHealth = FindObjectOfType<ProfundumPlayerHealth> (); }
void Start() { FlareComponent = GetComponent<LensFlare>(); }
static int _CreateLensFlare(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { LensFlare obj = new LensFlare(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: LensFlare.New"); } return 0; }
// Use this for initialization void Awake() { // keep player along levels mBoltParticleManager = GetComponents<ParticleManager>()[1]; mPickupTextManager = GetComponents<ParticleManager>()[0]; // init compoments mRb = GetComponent<Rigidbody>(); mAntenLensFlare = GetComponentInChildren<LensFlare>(); mAni = transform.Find ("Chubby_Hover").GetComponent<Animator> (); mMovementControls = new MovementControls(this); mDash = transform.Find("Burst_Trail").gameObject; skinnedMeshRenderer = GetComponentsInChildren<SkinnedMeshRenderer>().Where(x => x.name != "Backpack").ToArray(); mDownSwipeSound = AudioManager.Instance.GetSoundsEvent("DownSwipe/DownSwipe", true, 4); mHurtHitSound = AudioManager.Instance.GetSoundsEvent("TakeDamage/TakeDamage", true, 3); mCoinPickUpSound = AudioManager.Instance.GetSoundsEvent("ScewsPling/ScrewsPling", true, 4); mInflateSound = AudioManager.Instance.GetSoundsEvent("Inflate/Inflate", true, 4); mDeflateSound = AudioManager.Instance.GetSoundsEvent("Deflate/Deflate", true, 4); mInflateSound.mVolume = 100; mDeflateSound.mVolume = 100; transform.position = Vector3.zero; }
private void Awake() { _flare = GetComponent<LensFlare>(); }