void Awake() { fisheye = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.Fisheye>(); press = false; t = 0.0f; }
private void Awake() { Bloom_ = FindObjectOfType <BloomOptimized>(); Fish_eye = FindObjectOfType <Fisheye>(); VACA = FindObjectOfType <VignetteAndChromaticAberration>(); //if(test) // PlayerPrefs.SetInt("GalleryProgress", 0); //print(PlayerPrefs.GetInt("GalleryProgress")); }
// 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(); }