public void Initialise() { myActions = this.GetComponents <PlayerAction> (); if (this.GetComponent <SpriteRenderer> () == true) { sr = this.GetComponent <SpriteRenderer> (); } if (sr == null) { sr = this.gameObject.GetComponentInChildren <SpriteRenderer> (); } if (sr == null) { Destroy(this); } else { sr.material = CommonObjectsStore.me.spriteOutline; so = this.gameObject.AddComponent <SpriteOutline> (); so.sr = sr; so.color = CommonObjectsStore.me.spriteOutlineColor; so.getChildRenderers(); so.outlineSize = 1; so.enabled = false; initialised = true; } }
public void smashWindow() { smashed = true; sr.sprite = smashedSprite; sr.color = new Color(1, 1, 1, 1); sr.sortingOrder = 1; //if (counter == openAnimation.Length - 1) { this.gameObject.GetComponent <Collider2D> ().enabled = false; //} this.gameObject.GetComponent <AudioController> ().playSound(SFXDatabase.me.smashGlass); foreach (GameObject g in NPCManager.me.npcsInWorld) { if (g == null) { continue; } NPCController npc = g.GetComponent <NPCController> (); npc.setHearedGunshot(this.transform.position, 14.0f); } PoliceController.me.setNoiseHeard(this.transform.position, 14.0f); PlayerAction pa = this.gameObject.GetComponent <PlayerAction> (); Destroy(pa); HighlightObjectWithPlayerActions h = this.gameObject.GetComponent <HighlightObjectWithPlayerActions> (); Destroy(h); SpriteOutline s = this.gameObject.GetComponent <SpriteOutline> (); Destroy(s); }
private void Awake() { m_navMeshAgent = GetComponent <NavMeshAgent> (); m_navMeshAgent.updateRotation = false; m_spriteOutline = GetComponent <SpriteOutline> (); }
// Use this for initialization void Start() { time = (TimeManager)FindObjectOfType(typeof(TimeManager)); //Set Time manager foreach (Transform child in transform) { if (child.CompareTag("Renderer")) { bodyRenderTransform = child; } } //Set bodyRender equal to the transform of the proper childObject harmQuant = 0f; harmThreshold = 1f; hinderQuant = 0f; hinderThreshold = 1f; currMoveAct = new HaltAction("Halt", 0, this); currAct = new Action("Open", 0, this); AddAffecter(new ResistanceAggregate(this, 0f)); mind = new Inanimate(null, this); interacting = false; outline = GetComponent <SpriteOutline>(); inventory = new List <Item> { new Sword(this, 1) }; CreateItemPackage(inventory, "RChest", 5.5f); }
// Start is called before the first frame update void Start() { outline = GetComponent <SpriteOutline>(); buyPrice = initialCost; sellPrice = buyPrice / 2; //fireRange.radius = rangeRadius; }
//adds a box collider to make things draggable if they aren't already void Start() { if (gameObject.GetComponent <BoxCollider2D>() == null) { gameObject.AddComponent <BoxCollider2D>(); } if (this.snapOnStart && toSnapTo != null) { this.target = this.gameObject; this.targetScript = target.GetComponent <DragObject>(); SnapTo(toSnapTo); } //if it's not nested, the move target is this if (transform.parent != null && transform.parent.gameObject.GetComponent <DragObject>() != null) { target = gameObject.transform.parent.transform.gameObject; } else { target = gameObject; } //deactivate the outline shader outline = GetComponent <SpriteOutline>(); if (outline == null) { outline = gameObject.AddComponent <SpriteOutline>(); } outline.enabled = false; outline.color = new Color(0x00, 0x41, 0xFF, 0xFF); //blue }
//상호작용 객체(배열)들과 플레이어 객체 사이의 거리에 따른 UI변경 메소드 public void btwPlayerAndkill(Vector3 posPlayer, List <GameObject> kills) { if (kills.Count != 0) { Vector3 poskill; distances = new double[kills.Count]; for (int i = 0; i < kills.Count; i++) { poskill = kills[i].transform.position; distances[i] = calcDistance(posPlayer, poskill); if (distances[i] > 5f) { //오브젝트 태두리 설정 killBorder = kills[i].GetComponent <SpriteOutline>(); killBorder.enabled = false; } else { //오브젝트 태두리 설정 killBorder = kills[i].GetComponent <SpriteOutline>(); killBorder.enabled = true; } } nearbyObject = kills[0]; min = distances[0]; for (int i = 0; i < distances.Length; i++) { if (min > distances[i]) { nearbyObject = kills[i]; min = distances[i]; } } if (min < 5.0f) { KillObject paramObject = nearbyObject.gameObject.GetComponent <Kill_InteractObject>().killObject; GameObject killobject = GameObject.Find(paramObject.objectName); if (paramObject.IsPlayerAlive) { if (killButton.onClick != null) { killButton.onClick.RemoveAllListeners(); } killButton.onClick.AddListener(() => Use_kill(killobject, paramObject)); } ChangeButtonUI(true); } else { ChangeButtonUI(false); } } else { //게임 종료 } }
void Start() { // get a reference of all the needed components audioSource = GetComponent <AudioSource>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); spriteOutline = GetComponent <SpriteOutline>(); }
void Start() { rb = GetComponent <Rigidbody2D>(); outline = GetComponent <SpriteOutline>(); renderer = GetComponent <SpriteRenderer>(); initMouse = Input.mousePosition; mantisEnergySlider.maxValue = maxMantisEnergy; }
void ShowOutline() { if (outline == null) { outline = CreateOutline(gameObject, true); } outline.gameObject.SetActive(true); }
// Use this for initialization void Start() { outline = gameObject.GetComponent <SpriteOutline>(); ownerCol = Color.white; circleMat = sRend.material; territoryColor = gameObject.GetComponent <SpriteRenderer>().color; currentLines = new GameObject[adjacentNodes.Length]; }
protected void Awake() { anim = GetComponentInChildren <SpriteAnimator>(); outline = anim.GetComponent <SpriteOutline>(); shadow = transform.Find("Shadow") != null?transform.Find("Shadow").GetComponent <SpriteRenderer>() : null; AnimationEventManager.OnDamageTaken += Damage; AnimationEventManager.OnDeath += Death; }
void Awake() { outline = GetComponent <SpriteOutline>(); facingSprite = transform.GetChild(0).GetComponent <SpriteRenderer>(); if (facing == Facing.Left) { facingSprite.flipX = !facingSprite.flipX; } }
public void Start() { rb = GetComponent <Rigidbody2D>(); if (spriteOutline == null) { spriteOutline = GetComponent <SpriteOutline>(); } }
private void AddSprite(Sprite sprite) { Sprites.Add(sprite); IOutline newOutline = new SpriteOutline(Origin, sprite, Color.Orange); Outlines.Add(newOutline); Owner.Events.InvokeEvent(new BeginOverlay(newOutline)); Renderable.OrderSprites(Sprites); }
void Awake() { m_collider = GetComponent <Collider2D>(); m_text = GetComponentInChildren <TextMesh>(); m_outline = GetComponent <SpriteOutline>(); m_outline.enabled = false; m_text.gameObject.SetActive(false); SelectableManagerLogic.add(this); }
//Internals protected void Start() { selected = false; sr = GetComponent <SpriteRenderer>(); sr.material = Resources.Load("Materials/PixelPerfectOutline") as Material; sprout = gameObject.AddComponent <SpriteOutline>(); col = GetComponent <Collider2D>(); gameObject.AddComponent <PixelSnap>(); init(); }
public void ResetObject() { if (spriteOutline == null) { spriteOutline = GetComponent <SpriteOutline>(); } spriteOutline.enabled = false; playerIsPickingUp = false; }
private void OnMouseExit() { if (!so) { so = GetComponent <SpriteOutline>(); } if (so && !Input.GetKey(KeyCode.LeftAlt)) { so.DisableOutline(); } }
public static IEnumerator FlashOutlineWhiteForSeconds(SpriteOutline outline, float seconds) { var outlineColor = outline.color; outline.color = Color.white; outline.Regenerate(); yield return(new WaitForSeconds(seconds)); outline.color = outlineColor; outline.Regenerate(); }
void Awake() { AnimationEventManager.OnDamageTaken += Damage; spriteOutline = GetComponentInChildren <SpriteOutline>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); spriteAnimator = GetComponentInChildren <SpriteAnimator>(); thisNPCHealth = GetComponent <Health>(); startingColor = spriteRenderer.color; startingOutline = spriteOutline.outlineColor; damageParticle.collision.SetPlane(0, groundPlane); }
protected virtual void Start() { renderer = GetComponent <SpriteRenderer>(); if (renderer != null) { startColor = renderer.color; } outline = GetComponent <SpriteOutline>(); if (outline != null) { outline.enabled = false; } }
// Use this for initialization void Start() { spriteOutline = GetComponent <SpriteOutline> (); enemyCollider = GetComponent <Collider2D> (); target = GameObject.Find("Fireplace"); spriteOutline.enabled = false; Vector3 moveDirection = target.transform.position - transform.position; float angle = Mathf.Atan2(moveDirection.y, moveDirection.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); }
private void setOutline(GameObject gobj, bool enabled) { SpriteOutline outline = gobj.GetComponent <SpriteOutline>(); if (outline != null) { outline.enabled = enabled; } else { Debug.Log("Game object doesn't have outline component"); Debug.Log(gobj); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); EditorGUILayout.Space(); GUIStyle hr = new GUIStyle(GUI.skin.box); hr.border.top = 0; hr.border.bottom = 0; hr.margin.top = 0; hr.margin.bottom = 8; hr.stretchWidth = true; hr.fixedHeight = 1; Color originalColor = GUI.color; GUI.color = Color.black; GUILayout.Box("", hr); GUI.color = originalColor; GUILayout.Label("Editor Actions:"); if (GUILayout.Button("Regenerate")) { System.Array.ForEach(targets, target => { SpriteOutline outline = (SpriteOutline)target; outline.Regenerate(); }); } if (GUILayout.Button("Export")) { System.Array.ForEach(targets, target => { SpriteOutline outline = (SpriteOutline)target; outline.Export(); }); } if (GUILayout.Button("Clear")) { System.Array.ForEach(targets, target => { SpriteOutline outline = (SpriteOutline)target; outline.Clear(); }); } EditorGUILayout.Space(); }
public void SetBlockSelection(bool blockSelection) { if (TurnShift.Length > 0) { for (int i = 0; i < TurnShift.Length; i++) { SpriteOutline so = TurnShift[i].GetComponentInChildren <SpriteOutline>(); if (so) { so.SelectBlock = blockSelection; } } } }
public virtual void AddHighlightComponent(bool enableComponent = false) { so = GetComponent <SpriteOutline>(); if (so == null) { so = gameObject.AddComponent <SpriteOutline>(); so.enabled = false; } so.ChangeColour(0, 1.0f, 0.18f, 1.0f); if (enableComponent) { HighlightToSelect(); } }
// Use this for initialization void Start() { Char = GetComponent <Character>(); CombChar = GetComponent <CombatChar>(); outLine = sprite.GetComponent <SpriteOutline>(); partyNumberText = partyNumber.GetComponent <Text>(); PartyManager.instance.Parties[0].Add(this); //Menu = GetComponentInChildren<Canvas>(); //aiMenu = GetComponentInChildren<AiMenu>(); wayPoints = new List <Vector2>(); if (transform.name == "Ramiro") { // StartCoroutine (pathfinder.GetWaypoints(transform.position, testChar.transform.position)); } }
// Start is called before the first frame update public override void Start() { base.Start(); SpawnManager.instance.RegisterEnemy(this); outline = this.sprite.GetComponent <SpriteOutline>(); outline.size = 3; outline.enabled = hasShield; if (!outline.enabled) { outline.Clear(); } ColorUtility.TryParseHtmlString(ShieldColorMap.map[this.shieldColor], out outline.color); outline.Regenerate(); }
// Use this for initialization void Awake() { C = GetComponent <Character>(); combatAI = GetComponent <CombatAI>(); sprite = GetComponentInChildren <SpriteRenderer>().transform; spriteOutline = sprite.GetComponent <SpriteOutline>(); spriteR = sprite.GetComponent <SpriteRenderer>(); initialPos = sprite.position - transform.position; Weapons wep = Weapons.CreateWeaponBySize(Weapons.WeaponsSize.Light, 1); weapons.Add(wep); weap = wep.weapon.ToString(); Armor armor = Armor.GetArmorByCat(Armor.ArmorCat.Light, 1); C.equipment[Slots.Chest] = armor; }