Inheritance: MonoBehaviour
Ejemplo n.º 1
0
 public void fadeGraceJosephIn()
 {
     fade = gameObject.GetComponent<FadeObjectInOut> ();
     megaCache = gameObject.GetComponent<MegaCacheOBJ> ();
     fade.FadeIn ();
     megaCache.animate = true;
 }
Ejemplo n.º 2
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 public void fadeGhostsOut()
 {
     fade = gameObject.GetComponent<FadeObjectInOut> ();
     megaCache = gameObject.GetComponent<MegaCacheOBJ> ();
     megaCache.animate = false;
     fade.FadeOut ();
 }
Ejemplo n.º 3
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 public void fadeGhostsIn()
 {
     fade = gameObject.GetComponent<FadeObjectInOut> ();
     megaCache = gameObject.GetComponent<MegaCacheOBJ> ();
     megaCache.animate = true;
     fade.fadeTime = 0.5f;
     fade.FadeIn ();
 }
Ejemplo n.º 4
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    //FlowerGrowShrink flower;

    //public GameObject[] nightObjects = GameObject.FindGameObjectsWithTag("Night");
    //public GameObject[] dayObjects = GameObject.FindGameObjectsWithTag("Day");

    private void Start()
    {
        fday   = day.AddComponent <FadeObjectInOut>();
        fnight = day.AddComponent <FadeObjectInOut>();
        fday.FadeIn();
        dayBGM.Play();
        nightBGM.Stop();
        //flower = new FlowerGrowShrink();
    }
Ejemplo n.º 5
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 // Use this for initialization
 void Start()
 {
     //Renderer r = this.gameObject.GetComponent<Renderer> ();
     //r.material.SetColor ("_Color", new Color (0, 0, 0, 0));
     fader = this.gameObject.GetComponent <FadeObjectInOut> ();
     fader.logInitialFadeSequence = true;
     fader.FadeIn();
     StartCoroutine(FadeOut());
 }
 public void deactivateMarkers()
 {
     for (int i=1; i<locationPoints.Length; i++) {
         GameObject marker = locationPoints [i].gameObject;
         fade = marker.GetComponent<FadeObjectInOut> ();
         fade.FadeOut ();
         coll = marker.GetComponent<MeshCollider> ();
         coll.enabled = false;
     }
 }
Ejemplo n.º 7
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    public void fadeOutAndDestroy()
    {
        destroying = true;
        PubSub.publish("TargetPOI(" + targetPos.Id + "):Remove", GetComponent <InformationHuman>());
        FadeObjectInOut fadeObject = GetComponent <FadeObjectInOut>();

        fadeObject.DoneMessage = "destroy";
        removeAllVehiclesInVision();
        fadeObject.FadeOut(0.5f);
    }
Ejemplo n.º 8
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    // Use this for initialization
    void Start()
    {
        Direction.x = Random.Range(-1f, 1f);
        Direction.y = Random.Range(-1f, 1f);
        baseRot     = transform.rotation;

        Direction.x *= speed;
        Direction.y *= speed;

        parts = GetComponent <ParticleSystem> ();
        fader = GetComponent <FadeObjectInOut> ();
    }
    public void activateMarkers(int i)
    {
        GameObject marker = GameObject.FindGameObjectWithTag ("lp" + i);

        amis = marker.GetComponents<AdjacentMarkerIdentifier> ();
        foreach (AdjacentMarkerIdentifier ami in amis) {
            GameObject newMarker = GameObject.FindGameObjectWithTag("lp"+ami.markerToActivate);

            fade = newMarker.GetComponent<FadeObjectInOut> ();
            fade.FadeIn ();

            coll = newMarker.GetComponent<MeshCollider> ();
            coll.enabled = true;
        }
    }
Ejemplo n.º 10
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    void Start()
    {
        Direction.x = Random.Range(-1f, 1f);
        Direction.y = Random.Range(-1f, 1f);

        Direction.x *= speed;
        Direction.y *= speed;

        player = GameObject.Find("Player").GetComponent <Player_Controller>();
        //control = GameObject.Find("GameController").GetComponent<MainController>();
        on         = false;
        alive      = false;
        spawn_time = Random.Range(spawn_time_least, spawn_time_most);

        parts = GetComponent <ParticleSystem> ();
        fader = GetComponent <FadeObjectInOut> ();
    }
 // Use this for initialization
 void Start()
 {
     //find all location markers
     locationMarkers = GameObject.Find ("LocationMarkers");
     locationPoints=locationMarkers.GetComponentsInChildren<Transform> ();
     //For each location marker disable the renderer and collider
     for (int i=0; i<locationPoints.Length; i++) {
         if (locationPoints[i].gameObject.name!="LocationMarkers"){//Don't add these to the parent
             locationPoints[i].gameObject.AddComponent<FadeObjectInOut>();
             fade = locationPoints[i].gameObject.GetComponent<FadeObjectInOut>();
             fade.FadeOut(0.01f);
             coll = locationPoints[i].gameObject.GetComponent<MeshCollider>();
             coll.enabled=false;
             locationPoints[i].gameObject.tag="lp"+i;
         }
     }
     GameObject firstMarker = GameObject.FindGameObjectWithTag ("lp1");
     fade = firstMarker.GetComponent<FadeObjectInOut> ();
     fade.FadeIn ();
     coll = firstMarker.GetComponent<MeshCollider> ();
     coll.enabled = true;
 }
Ejemplo n.º 12
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    // Use this for initialization
    void Awake()
    {
        mainCamAudioSource = Camera.main.GetComponent <AudioSource> ();


        //mf = gm.GetComponent<MouseFunctions> ();

        towerButtonObj  = GameObject.Find("OrbTowerButton");
        cannonButtonObj = GameObject.Find("CannonTowerButton");
        wallButtonObj   = GameObject.Find("WallButton");
        laserButtonObj  = GameObject.Find("LaserTowerButton");
        lightButtonObj  = GameObject.Find("LightTowerButton");
        magicButtonObj  = GameObject.Find("MagicTowerButton");
        iceButtonObj    = GameObject.Find("IceTowerButton");

        towerButton  = towerButtonObj.GetComponent <Button> ();
        cannonButton = cannonButtonObj.GetComponent <Button> ();
        wallButton   = wallButtonObj.GetComponent <Button> ();
        iceButton    = iceButtonObj.GetComponent <Button> ();
        laserButton  = laserButtonObj.GetComponent <Button> ();
        lightButton  = lightButtonObj.GetComponent <Button> ();
        magicButton  = magicButtonObj.GetComponent <Button> ();

        towerButton.interactable  = false;
        cannonButton.interactable = false;
        wallButton.interactable   = false;
        iceButton.interactable    = false;
        laserButton.interactable  = false;
        lightButton.interactable  = false;
        magicButton.interactable  = false;


        sendButton   = GameObject.Find("SendButtonText").GetComponent <SendButtonPress>();
        highlightSFX = Resources.Load <AudioClip> ("Sounds/UI/UIMouseOverSound");

        tooltipFader = tooltipText.GetComponentInParent <FadeObjectInOut> ();

        tooltipMessage = "B - Toggle Build Mode\n\nBuild walls and towers for defense!\n(Towers must be placed on walls)";
    }
Ejemplo n.º 13
0
 // Use this for initialization
 void Start()
 {
     fader = GetComponent <FadeObjectInOut>();
 }
Ejemplo n.º 14
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    void Awake()
    {
        longIntro = GameObject.Find("LongIntro");
        fadingText = longIntro.GetComponent<FadeObjectInOut>();
        introBackground = GameObject.Find("IntroBackground");
        introBackground.SetActive(false);
        introText = GameObject.Find ("IntroText");
        introText.SetActive(false);
        winText = (GameObject)Instantiate (winTextPrefab, new Vector3 (0f, -1f, 33f), Quaternion.identity);
        winText.SetActive (false);
        scoreText = GameObject.Find ("ScoreText").GetComponent<Text> ();
        highScoreText = GameObject.Find ("HighScore").GetComponent<Text> ();
        timeText = GameObject.Find ("TimeText").GetComponent<Text> ();
        rotServer = GameObject.Find("RotationServer").GetComponent<RotationServer>();
        networkManager = GameObject.Find ("MyNetworkManager").GetComponent<MyNetworkManager> ();
        _usedDevice = Device.Android;

        _gameState = State.NetworkSetup;
        OnStateEntering ();
    }
Ejemplo n.º 15
0
 void Awake()
 {
     fade = GetComponent <FadeObjectInOut>();
 }