private void Awake() { promptGraphics = promptUICanvas.GetComponentsInChildren <Graphic>(); letterGraphics = letterUICanvas.GetComponentsInChildren <Graphic>(); blurComponent = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); audioSource = GetComponentInParent <AudioSource>(); }
void Awake() { blur = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); press = false; t = 0.0f; }
void Start() { float wid; topLimitHeight = topLimitObj.position.y; _gArrowRect = gaugeArrow.GetComponent <RectTransform>(); lanes = new LaneClass[3]; for (int i = 0; i < 3; i++) { lanes[i] = new LaneClass(); lanes[i].isFree = true; } obstacleDist = Screen.height * 35 / 100; playerTransform = GameObject.FindGameObjectWithTag("Player").transform; wid = deathZone.parent.GetComponent <RectTransform>().rect.width; deathZone.sizeDelta = new Vector2(wid, 200); deathZone.GetComponent <BoxCollider2D>().size = deathZone.sizeDelta; _maxSpeed = 4f; _minSpeed = 0f; savedMaxSpeed = _maxSpeed; savedSpeed = generalSpeed; _curRunCoins = 0; _o2charges = 4; blurComp = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); blurComp.blurSize = 0f; }
// Use this for initialization void Start() { if (awakenEyes) { eyes[0].gameObject.SetActive(true); } blur = GetComponent <BlurOptimized>(); }
void Awake() { _blur = GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); if (_blur == null) { _blur = GetComponentInChildren <UnityStandardAssets.ImageEffects.BlurOptimized>(); } t = this; }
public void PartialBlindness() { int random = Random.Range(0, 2); UnityStandardAssets.ImageEffects.BlurOptimized comp = cameraParent.GetComponents <UnityStandardAssets.ImageEffects.BlurOptimized>()[random]; activeVisualDisorders.Add(comp); comp.enabled = true; }
// Start is called before the first frame update void Start() { //if (enabled) //{ // Debug.LogWarning("This camera should be off and only for mannual render"); // enabled = false; //} blurModule = GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); }
void Start() { defaultFog = RenderSettings.fog; defaultFogColor = RenderSettings.fogColor; defaultFogDensity = RenderSettings.fogDensity; defaultSkybox = RenderSettings.skybox; defaultStartDistance = RenderSettings.fogStartDistance; Camera.main.backgroundColor = new Color(0, 0.4f, 0.7f, 1); blurOptimized = GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); underwaterLevel = waterUp.transform.position.y; }
//=================================================================================================================== private IEnumerator Start() { //Try to GET the current time. WWW www = new WWW(URL); yield return(www); //If get fails, try again every 3 seconds. while (!string.IsNullOrEmpty(www.error)) { yield return(new WaitForSeconds(3)); www = new WWW(URL); yield return(www); } //Get some components. GameObject g = GameObject.FindWithTag("Player"); move = g.GetComponent <MoveCtrl>(); blur = g.GetComponentInChildren <UnityStandardAssets.ImageEffects.BlurOptimized>(); // Prepare received data. TimeJson timeJson = new TimeJson(); JsonUtility.FromJsonOverwrite(www.text, timeJson); //Unix timestamp is seconds past epoch System.DateTime dtDateTime = new System.DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc); string currentDate = dtDateTime.AddSeconds(timeJson.timestamp - timeJson.gmtOffset).ToLocalTime().ToString(); //Set up current time and end time. System.DateTime currentTime = System.DateTime.Parse(currentDate); System.DateTime startTime = new System.DateTime(1991, 5, 8, 15, 15, 0); //Build the first room. GameObject r = Instantiate(roomPrefab, Vector3.zero, Quaternion.identity) as GameObject; RoomCtrl rCtrl = r.GetComponent <RoomCtrl>(); rCtrl.setEndTime(startTime.AddYears(1), currentTime); rCtrl.setName(0); //Pass the current time to the time controller, it'll take it from here. GetComponent <TimeCtrl>().setCurrentTime(currentTime); //Tell the UI that we are ready, we can start the game. GameObject.FindWithTag("UI").GetComponent <UICtrl>().Ready = true; }
// Use this for initialization private void Start() { for (int i = 0; i < Enum.GetNames(typeof(UIPanel)).Length; ++i) { UILIST[i].SetActive(false); uilist[i] = UILIST[i]; } inputhandler = FindObjectOfType <InputHandler>(); overheating = FindObjectOfType <OverHeating>(); ammosystem = FindObjectOfType <AmmoSystem>(); manager = FindObjectOfType <EnemyManager>(); timer = FindObjectOfType <Timer>(); BlurEffect = Camera.main.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); BlurEffect.enabled = false; }
// Use this for initialization void Start() { BlurOptimized = GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); MotionBlur = GetComponent <UnityStandardAssets.ImageEffects.MotionBlur>(); FishEye = GetComponent <UnityStandardAssets.ImageEffects.Fisheye>(); NoiseAndScratches = GetComponent <UnityStandardAssets.ImageEffects.NoiseAndScratches>(); flashLight = GameObject.Find("[FlashLight]"); flashLightObject = GameObject.Find("Taschenlampe"); breathe1AudioSource = GameObject.Find("[Audio]/Breathe_Zone_1").GetComponent <AudioSource>(); breathe2AudioSource = GameObject.Find("[Audio]/Breathe_Zone_2").GetComponent <AudioSource>(); breathe3AudioSource = GameObject.Find("[Audio]/Breathe_Zone_3").GetComponent <AudioSource>(); heart1AudioSource = GameObject.Find("[Audio]/Heart_beat_1").GetComponent <AudioSource>(); heart2AudioSource = GameObject.Find("[Audio]/Heart_beat_2").GetComponent <AudioSource>(); // All effects on AllEffectsOn(); }
public void Init(bool alwaysActive) { GetComponent<Camera>().nearClipPlane = 0.01f; GetComponent<Camera>().farClipPlane = 3f; mGetPictrue = false; mBlurEffect = gameObject.AddComponent<BlurEffect>(); #if UNITY_5 mBlurEffect.blurIterations = 0; mBlurEffect.blurSize = 0; #else mBlurEffect.iterations = 0; mBlurEffect.blurSpread = 0; #endif mLight = new Light[2]; mLight[0] = transform.FindChild("Pointlight1").GetComponent<Light>(); mLight[1] = transform.FindChild("Pointlight2").GetComponent<Light>(); mAlwaysActive = alwaysActive; mRenderTexture = new RenderTexture(512, 512,16); mRenderTexture.isCubemap = false; GetComponent<Camera>().targetTexture = mRenderTexture; }
void Awake() { settingsManger = FindObjectOfType <SettingsManager>(); navigation = new LinkedList <GameObject>(); blurComponent = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>(); }
void Awake() { instance=this; thisT=transform; thisObj=gameObject; cam=thisObj.GetComponentInChildren<Camera>(); camT=cam.transform; defaultZoom=camT.localPosition.z; defaultZoomOrtho=cam.orthographicSize; blurEffect=thisObj.GetComponentInChildren<BlurOptimized>(); if(blurEffect!=null) blurEffect.enabled=false; }
public static void FadeBlur(BlurOptimized blurEff, float startValue=0, float targetValue=0) { if(blurEff==null && instance==null) return; instance.StartCoroutine(instance.FadeBlurRoutine(blurEff, startValue, targetValue)); }
//change the blur component blur size from startValue to targetValue over 0.25 second IEnumerator FadeBlurRoutine(BlurOptimized blurEff, float startValue=0, float targetValue=0) { blurEff.enabled=true; float duration=0; while(duration<1){ float value=Mathf.Lerp(startValue, targetValue, duration); blurEff.blurSize=value; duration+=Time.unscaledDeltaTime*4f; //multiply by 4 so it only take 1/4 of a second yield return null; } blurEff.blurSize=targetValue; if(targetValue==0) blurEff.enabled=false; if(targetValue==1) blurEff.enabled=true; }
void Awake() { Inst = this; }