protected override void setupPattern() { string[] patternArray = new string[] { "A", "B", "X", "Y" }; pattern = patternArray [Random.Range(0, patternArray.Length)]; //Get First Button to highlight currentButton = "Button" + pattern[0]; faceDict.TryGetValue(currentButton, out buttonValue); ButtonsOverlay.GetComponent <UI_Glyphs_PressThis>().faceID = buttonValue; //Get the animators AAnimator = ButtonA.GetComponent <Animator>(); BAnimator = ButtonB.GetComponent <Animator>(); XAnimator = ButtonX.GetComponent <Animator>(); YAnimator = ButtonY.GetComponent <Animator>(); //Light up the buttons contained in the pattern e.g. BABY will not light up X if (pattern.Contains("A")) { AAnimator.SetBool("On", true); } if (pattern.Contains("B")) { BAnimator.SetBool("On", true); } if (pattern.Contains("X")) { XAnimator.SetBool("On", true); } if (pattern.Contains("Y")) { YAnimator.SetBool("On", true); } }
public AAnimation Init(string name, AAnimator animator) { this.aAnimator = animator; this.name = name; ReadAnimationFile(name); localCurrentTime = startTime; return(this); }
// Use this for initialization void Start() { Shader.SetGlobalFloat("HD_DISTANCE", 450f); Shader.SetGlobalVector("HD_CURVE_OFFSET", new Vector4(-100f, -50f, -100f, 0f)); MyAnimator = GetComponent <AAnimator>(); }
protected override void OnLoad() { Animator = GameObject.GetComponent <AAnimator>(); }