public void setTone() { hypercubeCanvas c = hypercube.GetComponent <hypercubeCamera>().localCanvas; if (c) { c.setTone(toneSlider.value); } }
void Start() { if (!localCanvas) { localCanvas = GameObject.FindObjectOfType <hypercubeCanvas>(); if (!localCanvas) { //if no canvas exists. we need to have one or the hypercube is useless. #if UNITY_EDITOR localCanvas = UnityEditor.PrefabUtility.InstantiatePrefab(canvasPrefab) as hypercubeCanvas; //try to keep the prefab connection, if possible #else localCanvas = Instantiate(canvasPrefab); //normal instantiation, lost the prefab connection #endif } } //use our save values only in the player only to avoid confusing behaviors in the editor //LOAD OUR PREFS if (!Application.isEditor) { dataFileAssoc d = GetComponent <dataFileAssoc>(); if (d) { slices = d.getValueAsInt("sliceCount", 10); localCanvas.sliceOffsetX = d.getValueAsFloat("offsetX", 0); localCanvas.sliceOffsetY = d.getValueAsFloat("offsetY", 0); localCanvas.sliceWidth = d.getValueAsFloat("sliceWidth", 800f); localCanvas.sliceHeight = d.getValueAsFloat("pixelsPerSlice", 68f); localCanvas.flipX = d.getValueAsBool("flipX", false); overlap = d.getValueAsFloat("overlap", .15f); useSoftSlices = d.getValueAsBool("useSoftSlices", true); } } localCanvas.updateMesh(slices); resetSettings(); updateOverlap(); }