private void Start()
        {
            CCBasicA01 preset = ScriptableObject.CreateInstance <CCBasicA01>();

            preset.singleTime       = 8f;
            preset.interval         = 2f;
            preset.continuousLoop   = true;
            preset.position         = position;
            preset.sortType         = sortType;
            preset.continuousEasing = true;

            Effect effect = new Effect(preset, generalParamGroup);

            effect.time = 8f;

            AddAnimatextComponent(gameObject, effect);
        }
Beispiel #2
0
        private void Start()
        {
            CCBasicA01 A1 = ScriptableObject.CreateInstance <CCBasicA01>();

            A1.singleTime       = characterSingleTimeA;
            A1.easingType       = easingTypeA;
            A1.continuousEasing = false;
            A1.position         = new Vector2(0, 24);

            presetA1 = A1;

            CCBasicA01 A2 = ScriptableObject.CreateInstance <CCBasicA01>();

            A2.singleTime       = characterSingleTimeB;
            A2.easingType       = easingTypeB;
            A2.continuousEasing = false;
            A2.position         = new Vector2(0, 24);

            presetA2 = A2;

            CCBasicA01 A3 = ScriptableObject.CreateInstance <CCBasicA01>();

            A3.singleTime       = characterSingleTimeC;
            A3.easingType       = easingTypeC;
            A3.continuousEasing = true;
            A3.position         = new Vector2(0, -24);

            presetA3 = A3;

            CCBasicA01 A4 = ScriptableObject.CreateInstance <CCBasicA01>();

            A4.singleTime       = characterSingleTimeD;
            A4.easingType       = easingTypeD;
            A4.continuousEasing = true;
            A4.position         = new Vector2(0, -24);

            presetA4 = A4;

            CWBasicA01 B1 = ScriptableObject.CreateInstance <CWBasicA01>();

            B1.singleTime       = wordSingleTimeA;
            B1.easingType       = easingTypeA;
            B1.continuousEasing = true;
            B1.position         = new Vector2(15, 24);

            presetB1 = B1;

            CWBasicA01 B2 = ScriptableObject.CreateInstance <CWBasicA01>();

            B2.singleTime       = wordSingleTimeB;
            B2.easingType       = easingTypeB;
            B2.continuousEasing = true;
            B2.position         = new Vector2(15, 24);

            presetB2 = B2;

            CWBasicA01 B3 = ScriptableObject.CreateInstance <CWBasicA01>();

            B3.singleTime       = wordSingleTimeC;
            B3.easingType       = easingTypeC;
            B3.continuousEasing = false;
            B3.position         = new Vector2(-15, 24);

            presetB3 = B3;

            CWBasicA01 B4 = ScriptableObject.CreateInstance <CWBasicA01>();

            B4.singleTime       = wordSingleTimeD;
            B4.easingType       = easingTypeD;
            B4.continuousEasing = false;
            B4.position         = new Vector2(-15, 24);

            presetB4 = B4;

            CLBasicA01 C1 = ScriptableObject.CreateInstance <CLBasicA01>();

            C1.singleTime       = lineSingleTimeA;
            C1.easingType       = easingTypeA;
            C1.continuousEasing = false;
            C1.position         = new Vector2(-15, 24);

            presetC1 = C1;

            CLBasicA01 C2 = ScriptableObject.CreateInstance <CLBasicA01>();

            C2.singleTime       = lineSingleTimeB;
            C2.easingType       = easingTypeB;
            C2.continuousEasing = false;
            C2.position         = new Vector2(-15, 24);

            presetC2 = C2;

            CLBasicA01 C3 = ScriptableObject.CreateInstance <CLBasicA01>();

            C3.singleTime       = lineSingleTimeC;
            C3.easingType       = easingTypeC;
            C3.continuousEasing = true;
            C3.position         = new Vector2(-15, -24);

            presetC3 = C3;

            CLBasicA01 C4 = ScriptableObject.CreateInstance <CLBasicA01>();

            C4.singleTime       = lineSingleTimeD;
            C4.easingType       = easingTypeD;
            C4.continuousEasing = true;
            C4.position         = new Vector2(15, 24);

            presetC4 = C4;

            CGBasicA01 D1 = ScriptableObject.CreateInstance <CGBasicA01>();

            D1.singleTime       = groupSingleTimeA;
            D1.easingType       = easingTypeA;
            D1.continuousEasing = true;
            D1.position         = new Vector2(0, -24);

            presetD1 = D1;

            CGBasicA01 D2 = ScriptableObject.CreateInstance <CGBasicA01>();

            D2.singleTime       = groupSingleTimeB;
            D2.easingType       = easingTypeB;
            D2.continuousEasing = true;
            D2.position         = new Vector2(0, -24);

            presetD2 = D2;

            CGBasicA01 D3 = ScriptableObject.CreateInstance <CGBasicA01>();

            D3.singleTime       = groupSingleTimeC;
            D3.easingType       = easingTypeC;
            D3.continuousEasing = false;
            D3.position         = new Vector2(0, 24);

            presetD3 = D3;

            CGBasicA01 D4 = ScriptableObject.CreateInstance <CGBasicA01>();

            D4.singleTime       = groupSingleTimeD;
            D4.easingType       = easingTypeD;
            D4.continuousEasing = false;
            D4.position         = new Vector2(0, 24);

            presetD4 = D4;

            AddAnimatextComponents();
        }