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; }
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; } }
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 }