Ejemplo n.º 1
0
    void Start()
    {
        //print out color of each candle along with where in the progression it lives
        /*int progreshIdx = -1;
        for(int i = 0 ; i < Nights2Mgr.Instance.CandlePathOrderLength() ; i++)
        {
           if (Nights2Mgr.Instance.GetPath(i).LeadsToBeacon == this)
           {
              progreshIdx = i;
              break;
           }
        }
        Debug.Log("color " +  progreshIdx + ": ( " + CandleColor.r * 255.0f + ", " + CandleColor.g * 255.0f + ", " + CandleColor.b * 255.0f + " ) " + gameObject.name); */

        if (Nights2SpotMgr.Instance != null)
            _closestSpot = Nights2SpotMgr.Instance.FindClosestSpotTo(transform.position);

        _animator = gameObject.GetComponent<Animator>();

        EightNightsMgr.GroupID group = Nights2AudioMgr.Instance.GetGroupForBeacon(this);
        _narrationSound = Nights2AudioMgr.Instance.GetNarrationForGroup(group);
        if (_narrationSound != null)
        {
           _narrationMeter = _narrationSound.gameObject.GetComponent<FModLevelMeter>();
           _narrationFFT = _narrationSound.gameObject.GetComponent<FModPrecomputedFFT>();
        }
        _narrationDuration = Nights2AudioMgr.Instance.GetNarrationTimeForGroup(group);

        SetIsNext(false);
        SetLit(false);

        //set our color
        for (int i = 0; i < DriveColors.Length; i++)
        {
           Renderer r = DriveColors[i].Mesh;
           string propName = DriveColors[i].ColorPropName;
           if ((r != null) && (propName.Length > 0))
              r.material.SetColor(propName, CandleColor);
        }

        //subscribe to state changed events
        if (Nights2Mgr.Instance != null)
        {
           Nights2Mgr.Instance.OnTeleported += OnTeleported;
           Nights2Mgr.Instance.OnStateChanged += OnNights2StateChanged;
        }
    }
Ejemplo n.º 2
0
 public GradientCycleParams(float duration, Gradient gradient, float cycleSpeed, FModLevelMeter levelMeter = null, float levelMeterGain = 1.0f)
 {
     Duration = duration;
       ColorGradient = gradient;
       LevelMeter = levelMeter;
       LevelMeterGain = levelMeterGain;
       CycleSpeed = cycleSpeed;
 }