private void initialize() { guiElem = GetComponent <GUICustomElement>(); _screenBounds.x = -1f; // initialize the screen bounds cache setupButtons(); // locate the buttons EffectPrioritizerHelper.registerAsEndEffect(this as IEffectListener); }
private float screenYdisplacement = 8; // pixels void Awake() { EffectPrioritizerHelper.registerAsEndEffect(this as IEffectListener); swipeCtrl = GetComponent <SwipeGesture>(); swipeCtrl.enabled = false; gamepad = GetComponent <Gamepad>(); }
void Awake() { // initialize the screen bounds cache _screenBounds.x = -1f; // do some setup after finishes all gameobject effects EffectPrioritizerHelper.registerAsEndEffect(this as IEffectListener); // setup the effects chain triggered before load next scene beforeNextScene = GetComponent <BeforeLoadNextScene>(); if (beforeNextScene != null) { beforeNextScene.setScene(targetScene); } }
private void initialize() { // calculate scaling if current GUI texture dimension is diferent than 64x64 because // the array of arrows were defined in a 64x64 basis float scaleW = 1f; float scaleH = 1f; guiElem = GetComponent <GUICustomElement>(); Vector2 guiElemSize = guiElem.getSizeInPixels(); scaleW = guiElemSize.x / 64f; scaleH = guiElemSize.y / 64f; // apply the scale for (int i = 0; i < arrowRects.Length; ++i) { Rect r = arrowRects[i]; arrowRects[i].Set(r.x * scaleW, r.y * scaleH, r.width * scaleW, r.height * scaleH); } _screenBounds.x = -1f; // initialize the screen bounds cache EffectPrioritizerHelper.registerAsEndEffect(this as IEffectListener); }
void Awake() { guiSelector = GetComponent <Effect>(); // when the OptionText effect finishes then call this effect EffectPrioritizerHelper.registerAsEndEffect(this as IEffectListener); }
void Awake() { chain = GetComponents <Effect>(); startEffect = EffectPrioritizerHelper.sortAndChain(chain); }
private Rect _screenBounds; // cache for the screen bounds the GUI element covers protected override void ownAwake() { _screenBounds.x = -1f; // initialize the screen bounds cache guiElem = GetComponent <GUICustomElement>(); EffectPrioritizerHelper.registerAsEndEffect(this as IEffectListener); }