public void MakeBlinker() { _Mono blinker = Utils.InstanceCreate(AngleToBlinkerLocation(initialAngle), blinkerPrefab); blinker.spriteRenderer.sprite = blinkerSprite; blinker.angle = initialAngle + 180f; }
private int comboCount = 0; // -1 means combo has been stopped; // Update is called once per frame void Update() { /* * bool destroyed = false; * if(startedTracking){ * Debug.Log(bugs.Length); * while( (bugs[currentIndex - 1] == null || bugs[currentIndex - 1].Equals(null)) * && currentIndex != bugs.Length + 1){ * if(currentIndex < bugs.Length){currentIndex += 1;} * else{ * Destroy(gameObject); * currentIndex = bugs.Length + 1; * Debug.Log("CCS destroyed"); * } * } * * if(!destroyed){ */ if (startedTracking) { _Mono bug = bugs[currentIndex]; xy = bug.xy; xys = bug.xys * (comboCount == -1 ? 0f : 2.4f); angle = bug.angle; alpha = bug.alpha * 0.5f; } /* } * }*/ }
public void MakeSpecialEffect() { //Debug.LogWarning("creating golden leaf"); _Mono fx = Object.Instantiate(goldenLeaf, gameObject.transform.position, Quaternion.Euler(transform.eulerAngles)) as _Mono; fx.xs = xs * 1.2f; fx.ys = ys * 1.2f; }
protected override void PositionFoilage() { _Mono foilMono = foilage.GetComponent <_Mono> (); foilMono.xy = GetRootPosition(foilagePosition); foilMono.angle = myAngle - 90; foilMono.xs = xs * 3; foilMono.ys = ys; }
//Recusive protected virtual void CreateFoilage() { if (generation >= foilGen && foilage == null) { foilage = new GameObject(); SpriteRenderer sr = foilage.AddComponent <SpriteRenderer> (); sr.sortingLayerName = "Foilage"; _Mono foilMono = foilage.AddComponent <_Mono> (); sr.sortingOrder = 1; foilMono.spriteRenderer.sprite = foilageSprite; } foreach (TreeModel branch in branches) { branch.CreateFoilage(); } }
//Recusive protected virtual void PositionFoilage() { if (generation == 0) { foilAccessCounter = 0; } if (foilage != null) { _Mono foilMono = foilage.GetComponent <_Mono> (); foilMono.xy = GetRootPosition(foilagePosition); foilMono.angle = myAngle - 90; foilMono.xs = ys * 2 * foilageXs; foilMono.ys = ys * foilageYs; //THIS NEEDS ONE MORE CHECK Globals.HazardColors color = Globals.HazardColors.NONE; if (root.foilageColorPool.Count > 0) { if (foilMono.spriteRenderer.sprite == foilageSprite) { Sprite spr = foilageSprite; color = root.foilageColorPool[0]; switch (color) { case (Globals.HazardColors.RED): { spr = foilageRed; break; } case (Globals.HazardColors.BLUE): { spr = foilageBlue; break; } case (Globals.HazardColors.YELLOW): { spr = foilageYellow; break; } case (Globals.HazardColors.PURPLE1): { spr = foilagePurple; break; } case (Globals.HazardColors.WHITE): { spr = foilageWhite; break; } } foilMono.spriteRenderer.sprite = spr; root.foilageColorPool.RemoveAt(0); } } } foreach (TreeModel branch in branches) { branch.PositionFoilage(); } }
// Use this for initialization void Start() { //cameraHeight = Camera.main.orthographicSize; leaves = new List <_Mono>(); for (int i = 0; i < numLeaves; i++) { GameObject leaf = Object.Instantiate(shieldLeafPrefab, Vector3.zero, Quaternion.identity) as GameObject; _Mono leafMono = leaf.GetComponent <_Mono>(); leaves.Add(leafMono); if (isBigLeaf(i)) { leafMono.gameObject.AddComponent <CenterLeafScript>().goldenLeaf = goldenShieldLeafPrefab; leafMono.spriteRenderer.sprite = centerLeafSprite; } } }
// Update is called once per frame public void Show() { int h = Mathf.FloorToInt(Globals.treeManager.mainTree.totalHeight); Debug.Log(Globals.stateManager.currentStage); guiTextInstance.text = (Globals.stateManager.currentStage != Globals.STAGE_THREE) ? "Your tree grew to be " + h + " inches tall! \n Score: " + h + "\n Press Enter to Restart." : "Your tree grew to be " + h + " inches tall! \n You grew " + Globals.treeManager.mainTree.numFruits + " fruits!\n Score: " + (h + Globals.treeManager.mainTree.numFruits * 5) + "\n Press Enter to Restart."; guiTextMono = guiTextInstance.gameObject.AddComponent <_Mono>(); guiTextMono.guiTextAlpha = 0f; //Sequence sq = DOTween.Sequence(); DOTween.To(() => guiAlpha, x => guiAlpha = x, targetAlpha, 1f); DOTween.To(() => guiTextMono.guiTextAlpha, x => guiTextMono.guiTextAlpha = x, 1f, 1f); //sq.AppendCallback(ShowGuiText); }
public void setAlphaRecursive(float a) { alpha = a; if (foilage != null) { _Mono foilMono = foilage.GetComponent <_Mono> (); foilMono.alpha = a * 1.5f; } foreach (FruitScript f in fruits) { f.alpha = a * 1.5f; } foreach (TreeModel branch in branches) { branch.setAlphaRecursive(a); } }
public override void Start() { base.Start(); chair = transform.GetChild(0).gameObject.AddComponent<_Mono>(); }
public static _Mono InstanceCreate(float x, float y, float z, _Mono prefab) { GameObject go = GameObject.Instantiate(prefab.gameObject, new Vector3(x, y, z), Quaternion.identity) as GameObject; return(go.AddComponent <_Mono>()); }
public static _Mono InstanceCreate(float x, float y, _Mono prefab) { return(InstanceCreate(x, y, 0, prefab)); }
public static _Mono InstanceCreate(Vector2 xy, _Mono prefab) { return(InstanceCreate(xy.x, xy.y, prefab)); }
public static bool IsDestroyed(_Mono o) { return(o == null || o.Equals(null)); }
public override void Start() { base.Start(); chair = transform.GetChild(0).gameObject.AddComponent <_Mono>(); }