Ejemplo n.º 1
0
    void Start()
    {
        playerLight = GameObject.Find("PlayerLight").GetComponent <Light>();
        Assert.IsNotNull(playerLight);

        creatureLight = GameObject.Find("CreatureLight").GetComponent <Light>();
        Assert.IsNotNull(creatureLight);

        tileLight = GameObject.Find("TileLight").GetComponent <Light>();
        Assert.IsNotNull(tileLight);

        pickupLight = GameObject.Find("PickupLight").GetComponent <Light>();
        Assert.IsNotNull(pickupLight);

        decorationLight = GameObject.Find("DecorationLight").GetComponent <Light>();
        Assert.IsNotNull(decorationLight);

        // cache & pause tweens.
        (playerAboveGroundTween = MFX.FadeIntensity(playerLight, playerAboveGround, fadeAfter, timeToFade)).Pause();
        (creatureAboveGroundTween = MFX.FadeIntensity(creatureLight, creatureAboveGround, fadeAfter, timeToFade)).Pause();
        (tileAboveGroundTween = MFX.FadeIntensity(tileLight, tileAboveGround, fadeAfter, timeToFade)).Pause();
        (pickupAboveGroundTween = MFX.FadeIntensity(pickupLight, pickupAboveGround, fadeAfter, timeToFade)).Pause();
        (decorationAboveGroundTween = MFX.FadeIntensity(decorationLight, pickupAboveGround, fadeAfter, timeToFade)).Pause();

        (playerBelowGroundTween = MFX.FadeIntensity(playerLight, playerBelowGround, fadeAfter, timeToFade)).Pause();
        (creatureBelowGroundTween = MFX.FadeIntensity(creatureLight, creatureBelowGround, fadeAfter, timeToFade)).Pause();
        (tileBelowGroundTween = MFX.FadeIntensity(tileLight, tileBelowGround, fadeAfter, timeToFade)).Pause();
        (pickupBelowGroundTween = MFX.FadeIntensity(pickupLight, pickupBelowGround, fadeAfter, timeToFade)).Pause();
        (decorationBelowGroundTween = MFX.FadeIntensity(decorationLight, pickupBelowGround, fadeAfter, timeToFade)).Pause();
    }
Ejemplo n.º 2
0
 void OnPlayerAboveGround(bool aboveGround)
 {
     if (aboveGround)
     {
         MFX.FadeIntensity(playerLight, playerAboveGround, fadeAfter, timeToFade);
         MFX.FadeIntensity(creatureLight, creatureAboveGround, fadeAfter, timeToFade);
         MFX.FadeIntensity(tileLight, tileAboveGround, fadeAfter, timeToFade);
         MFX.FadeIntensity(pickupLight, pickupAboveGround, fadeAfter, timeToFade);
     }
     else
     {
         MFX.FadeIntensity(playerLight, playerBelowGround, fadeAfter, timeToFade);
         MFX.FadeIntensity(creatureLight, creatureBelowGround, fadeAfter, timeToFade);
         MFX.FadeIntensity(tileLight, tileBelowGround, fadeAfter, timeToFade);
         MFX.FadeIntensity(pickupLight, pickupBelowGround, fadeAfter, timeToFade);
     }
 }