void Start () { //_jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 1.0f : -0.9f ) * 2f + Vector3.up * 2f, Quaternion.identity ); //_jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove; //_jumpingArrowInstant.transform.parent = transform; //_jumpingArrowInstant.transform.localScale *= 2f; _mySelectedcomponent = GetComponent < SelectedComponenent > (); if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false ); }
//=======================Daves Work====================== //*************************************************************// void Start () { myParticles = (GameObject)Resources.Load ("Particles/elecSparks"); _myHandleEnemySelected = handleAttackedByCharacted; _handleAttackExecuted = handleAttackedButtonPressed; _myIComponent = gameObject.GetComponent < IComponent > (); _mySelectedComponent = gameObject.GetComponent < SelectedComponenent > (); myParticlesInstance = (GameObject)Instantiate (myParticles, transform.position, transform.rotation); //myParticles.transform.eulerAngles = new Vector3 (transform.eulerAngles.x, -transform.eulerAngles.y, transform.eulerAngles.z); myParticlesInstance.SetActive(false); _lookRightLocalScale = transform.localScale.x; }
void Start () { if ( ! dontShowArrow ) { _jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 0.9f + moveUp : -0.9f + moveUp ) * TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor + Vector3.up, Quaternion.identity ); _jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove; _jumpingArrowInstant.transform.parent = transform; _jumpingArrowInstant.transform.localScale *= TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor; } _mySelectedcomponent = GetComponent < SelectedComponenent > (); if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false ); else { _mySelectedcomponent = gameObject.AddComponent < SelectedComponenent > (); _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false ); } }
void Start () { _myHandleEnemySelected = handleAttackedByCharacted; _handleAttackExecuted = handleAttackedButtonPressed; _myIComponent = gameObject.GetComponent < IComponent > (); _mySelectedComponent = gameObject.GetComponent < SelectedComponenent > (); if(_myIComponent.myID == GameElements.ENEM_TENTACLEDRAINER_01 || _myIComponent.myID == GameElements.ENEM_TENTACLEDRAINER_02) { myParticlesInstance = (GameObject)Instantiate (myParticles, transform.position, transform.rotation); //myParticles.transform.eulerAngles = new Vector3 (transform.eulerAngles.x, -transform.eulerAngles.y, transform.eulerAngles.z); myParticlesInstance.SetActive(false); } _lookRightLocalScale = transform.localScale.x; //=======================Daves Work====================== myTargets = new List<GameObject> (); foreach(GameObject character in GameObject.FindGameObjectsWithTag("Character")) { myTargets.Add(character); } }
void Start () { _myTutorialStep = TutorialsManager.getInstance ().getCurrentTutorialStep (); bool createJumpingArrow = true; switch ( _myTutorialStep.type ) { case TutorialsManager.TUTORIAL_OBJECT_TYPE_TAP_ATTACK_BUTTON: createJumpingArrow = false; break; } if ( createJumpingArrow ) { if ( _myTutorialStep.highLightWithHand ) { _tutorialHandInstant = ( GameObject ) Instantiate ( _tutorialHandPrefab, transform.position + Vector3.up + Vector3.back * _myTutorialStep.handMove, _tutorialHandPrefab.transform.rotation ); _tutorialHandInstant.transform.parent = transform.parent; _tutorialHandInstant.AddComponent < SimulateTapControl > ().scale = VectorTools.cloneVector3 ( _tutorialHandInstant.transform.localScale ); _tileMarkInstant = ( GameObject ) Instantiate ( _tileMarkPrefab, transform.parent.position + Vector3.down * 0.25f + Vector3.forward * 0.5f, _tileMarkPrefab.transform.rotation ); SelectedComponenent currentSelectedComponenent = _tileMarkInstant.AddComponent < SelectedComponenent > (); currentSelectedComponenent.setSelectedForPulsingCharacterMark ( true, 1.5f ); } else { _jumpingArrowInstant = ( GameObject ) Instantiate ( _jumpingArrowPrefab, transform.position + Vector3.forward * ( arrowFromAbove ? 2.3f : -1f ) * TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor + Vector3.up, Quaternion.identity ); _jumpingArrowInstant.GetComponent < JumpingUIElement > ().typeFromAbove = arrowFromAbove; _jumpingArrowInstant.transform.parent = transform; _jumpingArrowInstant.transform.localScale *= TutorialsManager.getInstance ().getCurrentTutorialStep ().arrowBigFactor; } } TutorialsManager.getInstance ().objectToBeDestoryedOnNextStep = _jumpingArrowInstant; _mySelectedcomponent = GetComponent < SelectedComponenent > (); if ( _mySelectedcomponent ) _mySelectedcomponent.setSelectedForTutorial ( true, true, true, true, false ); }
//*************************************************************// public void setSelected ( bool isOn, bool force = false, bool withAlphaFade = true, bool permanent = false ) { if (( ! force ) && ( _iAmSelected == isOn )) return; _iAmSelectedPermanently = permanent; _withAlphaFade = withAlphaFade; _iAmSelected = isOn; _countPoping = 0; if ( isOn ) { CURRENT_SELECTED_OBJECT = this; SoundManager.getInstance ().playSound ( SoundManager.OBJECT_SELECT ); if ( _myMaterial != null ) _myMaterial.shader = Shader.Find ( "Transparent/Diffuse" ); onCompleteTweenAnimationDown (); } else { if ( _goParent ) iTween.Stop ( this.transform.parent.gameObject ); else iTween.Stop ( this.gameObject ); if ( _goParent ) transform.parent.localScale = VectorTools.cloneVector3 ( _initialScale ); else transform.localScale = VectorTools.cloneVector3 ( _initialScale ); if ( _myMaterial != null ) _myMaterial.shader = Shader.Find ( "Unlit/Transparent" ); //===============================Daves Edit============================== Invoke ("stopTween",1.43f); } }