private void Awake()
        {
            _messageText = GetComponentInChildren <TextMeshProUGUI>();
            _textFader   = _messageText.GetComponent <ObjectFader>();

            DisplayInitialMessage();
        }
Ejemplo n.º 2
0
    // Instance the material(s) so we don't have to worry about conflicts w/ highlighting
    // This script will break batching, should only be used on rare objects like crafting stations
    private void ForceInstanceMats()
    {
        bool allInstanced = true;

#if ECO_DEV
        //HACK: skip fading, alternatively we need to have fader use an instanced material when it finishes
        ObjectFader f = GetComponent <ObjectFader>();
        if (f != null)
        {
            f.FinishFade();
        }
#endif

        foreach (Material m in r.sharedMaterials)
        {
            if (!m.name.Contains("Instance"))
            {
                allInstanced = false;
            }
        }

        if (!allInstanced)
        {
            Material[] mats = r.materials;
            r.materials = mats;
        }
        instanced = true;
    }
Ejemplo n.º 3
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    //Called on the first frame
    void Start()
    {
        //gets component of the NPC game object
        myRigidBody   = GetComponent <Rigidbody2D>();
        fader         = keyIndicator.GetComponent <ObjectFader>();
        myGameSession = FindObjectOfType <GameSession>();
        SetDialogueBoxActive(false);

        //Records original transform of dialogue box, continue text, and dialogue text
        dialogueBoxLocalScaleOriginal  = dialogueBox.transform.localScale;
        dialogueTextLocalScaleOriginal = dialogueText.transform.localScale;
        continueTextLocalScaleOriginal = continueText.transform.localScale;
    }
Ejemplo n.º 4
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    private IEnumerator FadeOutAndDelete(GameObject o, float destroyTime)
    {
        yield return new WaitForSeconds(destroyTime);

        ObjectFader objectFader = o.GetComponent<ObjectFader>();
        if (!objectFader)
        {
            Destroy(o);
        }
        else
        {
            objectFader.OnFadeToTransparentComplete += () => Destroy(o);
            objectFader.FadeToTransparent();
        }
    }
Ejemplo n.º 5
0
        /// <summary>
        /// Initializes the default values.
        /// </summary>
        public override void Awake()
        {
            base.Awake();

            m_Camera = m_CameraController.gameObject.GetCachedComponent <UnityEngine.Camera>();
#if ULTIMATE_CHARACTER_CONTROLLER_VR
            VRCameraIdentifier vrCamera;
            if ((vrCamera = m_GameObject.GetComponentInChildren <VRCameraIdentifier>()) != null)
            {
                // The VR camera will be used as the main camera.
                m_Camera.enabled = false;
                m_Camera         = vrCamera.GetComponent <UnityEngine.Camera>();
                m_VREnabled      = true;
            }
#endif
            m_ObjectFader  = m_CameraController.gameObject.GetComponent <ObjectFader>();
            m_LookDistance = m_LookDirectionDistance;
        }
Ejemplo n.º 6
0
    private void BreakOnHit()
    {
        GameObject instantiatedBrokenVersion = Instantiate(brokenVersion, transform.position, transform.rotation);

        OnBreak?.Invoke(instantiatedBrokenVersion);

        if (fadeAwayAfterBreaking)
        {
            ObjectFader objectFader = instantiatedBrokenVersion.GetComponent <ObjectFader>();
            if (objectFader)
            {
                objectFader.FadeToTransparent(secondsLater: destroyInSeconds, destroyAfter: true);
            }
        }

        Rigidbody[] rigidbodies = instantiatedBrokenVersion.GetComponentsInChildren <Rigidbody>();
        foreach (Rigidbody r in rigidbodies)
        {
            r.AddExplosionForce(explosionForce, transform.position, 1f);
        }
        Destroy(gameObject);
    }
Ejemplo n.º 7
0
    private void OnCollisionEnter(Collision other)
    {
        if (!hasBeenBumped || hasHit || other.gameObject.CompareTag("Player"))
        {
            return;
        }

        noisePing.SpawnNoisePing(other);
        hasHit = true;

        UIManager.Instance.staminaBar.InstantIncreaseAwakenessBy(awakenessIncreasePercentage);

        OnHit?.Invoke();

        if (fadeAndDestroyAfterThrow)
        {
            ObjectFader objectFader = GetComponent <ObjectFader>();
            if (objectFader)
            {
                objectFader.FadeToTransparent(destroyAfterSeconds, fadeAndDestroyAfterThrow);
            }
        }
    }