void Update()
    {
        y += INCREMENT * paralaxSpeed * LevelManager.GetMultiplierByCurrentLevelDifficulty();
        MaterialPropertiesHandler.SetOffset(GetComponent <MeshRenderer>(), 0, y);

        if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty)
        {
            lastLevelDifficulty = LevelManager.CurrentLevelDifficulty;
            Destroy(gameObject.GetComponent <ColorFadeEffect>());
            componentAdded = false;
        }

        if (!componentAdded)
        {
            ColorFadeEffect tempComponent = gameObject.AddComponent <ColorFadeEffect>();

            if (enableChangeColor)
            {
                tempComponent.renderColor = LevelManager.GetCurrentColorByCurrentLevelDifficulty();
                tempComponent.ResetComponent();
            }
            else
            {
                tempComponent.renderColor = Color.white;
            }

            componentAdded = true;
        }

        gameObject.GetComponent <ColorFadeEffect>().speedTransition *= LevelManager.GetMultiplierByCurrentLevelDifficulty() / 4f;
    }
Example #2
0
    void Update()
    {
        transform.GetChild(0).gameObject.GetComponent <Text>().text = "" + ScoreboardManager.CurrentPoints;
        transform.GetChild(1).gameObject.GetComponent <Text>().text = "" + ScoreboardManager.CurrentPoints;

        transform.GetChild(0).gameObject.GetComponent <Text>().color = LevelManager.GetCurrentColorByCurrentLevelDifficulty();

        if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty)
        {
            lastLevelDifficulty = LevelManager.CurrentLevelDifficulty;

            Destroy(transform.GetChild(0).gameObject.GetComponent <ColorFadeEffect>());
            Destroy(transform.GetChild(1).gameObject.GetComponent <ColorFadeEffect>());

            componentAdded = false;
        }

        if (!componentAdded)
        {
            ColorFadeEffect temp1 = transform.GetChild(0).gameObject.AddComponent <ColorFadeEffect>();
            ColorFadeEffect temp2 = transform.GetChild(1).gameObject.AddComponent <ColorFadeEffect>();

            temp1.speedTransition = 2;
            temp2.speedTransition = 2;

            componentAdded = true;
        }
    }
    private void UpdateChildren()
    {
        if (applySameProperties)
        {
            for (int indexChild = 0; indexChild < transform.childCount; indexChild++)
            {
                if (transform.GetChild(indexChild).gameObject.GetComponent <ColorFadeEffect>() == null)
                {
                    transform.GetChild(indexChild).gameObject.AddComponent <ColorFadeEffect>();
                }

                ColorFadeEffect colorFadeEffect = transform.GetChild(indexChild).gameObject.GetComponent <ColorFadeEffect>();
                colorFadeEffect.renderColor         = renderColor;
                colorFadeEffect.speedTransition     = speedTransition;
                colorFadeEffect.alphaIntensity      = alphaIntensity;
                colorFadeEffect.repeat              = repeat;
                colorFadeEffect.applyFadeIn         = applyFadeIn;
                colorFadeEffect.waitTimeToStart     = waitTimeToStart;
                colorFadeEffect.effectRuntime       = effectRuntime;
                colorFadeEffect.disableGameObject   = disableGameObject;
                colorFadeEffect.destroyGameObject   = destroyGameObject;
                colorFadeEffect.applySameProperties = applySameProperties;
            }
        }
    }
    private void UpdateHighlightText()
    {
        if (enableChangeColor)
        {
            Color color = LevelManager.GetCurrentColorByCurrentLevelDifficulty();
            color.a = 152 / 255f;
            GetComponent <Text>().color = color;
        }

        if (lastLevelDifficulty != LevelManager.CurrentLevelDifficulty ||
            lastEnableHighlight != enableHighlightText ||
            lastEnableChangeColor != enableChangeColor)
        {
            Start();
        }

        if (!componentAdded)
        {
            componentAdded = true;

            if (GetComponent <ColorFadeEffect>() != null)
            {
                Destroy(GetComponent <ColorFadeEffect>());
            }

            ColorFadeEffect colorEffect = gameObject.AddComponent <ColorFadeEffect>();
            colorEffect.repeat            = repeatHighlightEffect;
            colorEffect.speedTransition   = speedTransition;
            colorEffect.alphaIntensity    = alphaIntensity;
            colorEffect.applyFadeIn       = applyFadeIn;
            colorEffect.effectRuntime     = effectHighlightRuntime;
            colorEffect.disableGameObject = disableGameObject;
            colorEffect.destroyGameObject = destroyGameObject;
        }
    }
Example #5
0
    IEnumerator MonitorEffect(ColorFadeEffect effect, bool repeat)
    {
        // Play Animation
        effect.repeat = repeat;
        effect.StartFade();

        if (!effect.repeat)
        {
            yield return(new WaitForSeconds(effect.fadeDuration + (effect.goBackToNormal ? 1 : 0)));

            // No Effect applied
            m_curEffect = null;
        }
    }
    private void UpdateTimerColorOnLastSeconds()
    {
        #region Change Color to Yellow = 10s
        if (currentSceneTime <= 10 && !componentAdded10s)
        {
            if (levelTimer != null)
            {
                levelTimer.transform.GetChild(1).GetComponent <Text>().color = yellow;
                Destroy(levelTimer.transform.GetChild(0).GetComponent <ColorFadeEffect>());
                Destroy(levelTimer.transform.GetChild(1).GetComponent <ColorFadeEffect>());

                ColorFadeEffect tempComponent0 = levelTimer.transform.GetChild(0).gameObject.AddComponent <ColorFadeEffect>();
                ColorFadeEffect tempComponent1 = levelTimer.transform.GetChild(1).gameObject.AddComponent <ColorFadeEffect>();

                tempComponent0.speedTransition = 2;
                tempComponent1.speedTransition = 2;
            }

            componentAdded10s = true;
        }
        #endregion

        #region Change Color to Red = 4s
        if (currentSceneTime <= 4 && !componentAdded4s)
        {
            //sceneTimer.transform.GetChild(0).GetComponent<Text>().color = ???;
            levelTimer.transform.GetChild(1).GetComponent <Text>().color = red;

            Destroy(levelTimer.transform.GetChild(0).GetComponent <ColorFadeEffect>());
            Destroy(levelTimer.transform.GetChild(1).GetComponent <ColorFadeEffect>());

            ColorFadeEffect tempComponent0 = levelTimer.transform.GetChild(0).gameObject.AddComponent <ColorFadeEffect>();
            ColorFadeEffect tempComponent1 = levelTimer.transform.GetChild(1).gameObject.AddComponent <ColorFadeEffect>();

            tempComponent0.speedTransition = 2;
            tempComponent1.speedTransition = 2;

            componentAdded4s = true;
        }
        #endregion
    }