// Update is called once per frame void Update() { CurrentMouse.x = Input.mousePosition.x / Screen.width; CurrentMouse.y = Input.mousePosition.y / Screen.height; if (TEST_ME) { FlashProTemplate ret = new FlashProTemplate(); ret.SingleLerp = SingleLerp; ret.UseXLerpOnly = UseXLerpOnly; ret.StartPos = StartPos; ret.MiddlePos = MiddlePos; ret.FinishPos = FinishPos; ret.StartWidth = StartWidth; ret.MiddleWidth = MiddleWidth; ret.FinishWidth = FinishWidth; ret.StartAlpha = StartAlpha; ret.MiddleAlpha = MiddleAlpha; ret.FinishAlpha = FinishAlpha; ret.myMessage1 = myMessage1; ret.myMessage2 = myMessage2; ret.TextColor1 = TextColor1; ret.TextColor2 = TextColor2; ret.Xtween1 = Xtween1; ret.Ytween1 = Ytween1; ret.Xtween2 = Xtween2; ret.Ytween2 = Ytween2; ret.AnimTime = AnimTime; ret.MiddleTimeRatio = MiddleTimeRatio; FM.CustomFlash(ret); TEST_ME = false; } }
public void CustomFlash(FlashProTemplate myTemplate) { GameObject f = Instantiate(prefabFlash, Vector3.zero, Quaternion.identity); f.GetComponent <FlashPro>().ConfigureAndGoGo(myTemplate); f.transform.parent = transform.parent.transform; }
public void CustomFlash(FlashProTemplate myTemplate, string message, float delay) { FlashProTemplate FT = myTemplate.Copy(); FT.myMessage1 = message; StartCoroutine(DelayFire(FT, delay)); }
// As above, but with customised Message 1 public void ConfigureAndGoGo(FlashProTemplate myTemplate, string message1) { FT = myTemplate; FT.myMessage1 = message1; firstLerp = true; SetMeUp(); }
public FlashProTemplate Copy() { FlashProTemplate Ret = new FlashProTemplate(); Ret.SingleLerp = SingleLerp; Ret.UseXLerpOnly = UseXLerpOnly; Ret.StartPos = StartPos; Ret.MiddlePos = MiddlePos; Ret.FinishPos = FinishPos; Ret.StartWidth = StartWidth; Ret.MiddleWidth = MiddleWidth; Ret.FinishWidth = FinishWidth; Ret.StartAlpha = StartAlpha; Ret.MiddleAlpha = MiddleAlpha; Ret.FinishAlpha = FinishAlpha; Ret.myMessage1 = myMessage1; Ret.myMessage2 = myMessage2; Ret.TextColor1 = TextColor1; Ret.TextColor2 = TextColor2; Ret.Xtween1 = Xtween1; Ret.Xtween2 = Xtween2; Ret.Ytween1 = Ytween1; Ret.Ytween2 = Ytween2; Ret.AnimTime = AnimTime; Ret.MiddleTimeRatio = MiddleTimeRatio; return(Ret); }
public void CustomFlash(FlashProTemplate myTemplate, string message) { FlashProTemplate FT = myTemplate.Copy(); FT.myMessage1 = message; GameObject f = Instantiate(prefabFlash, Vector3.zero, Quaternion.identity); f.GetComponent <FlashPro>().ConfigureAndGoGo(FT); f.transform.parent = transform.parent.transform; }
void SetFlashes() { p11 = new FlashProTemplate(); p11.StartPos = new Vector2(0.3f, 0.8f); p11.FinishPos = new Vector2(0.1f, 0.8f); p11.StartWidth = 0.1f; p11.FinishWidth = 0.19f; p11.TextColor1 = Color.green; p11.AnimTime = 1.5f; p12 = p11.Copy(); p12.StartPos = new Vector2(0.7f, 0.8f); p12.FinishPos = new Vector2(0.9f, 0.8f); p21 = p12.Copy(); p21.StartPos = new Vector2(0.7f, 0.2f); p21.FinishPos = new Vector2(0.9f, 0.2f); p22 = p21.Copy(); p22.StartPos = new Vector2(0.3f, 0.2f); p22.FinishPos = new Vector2(0.1f, 0.2f); }
IEnumerator DelayFire(FlashProTemplate myTemplate, float delay) { yield return(new WaitForSeconds(delay)); CustomFlash(myTemplate); }
public void CustomFlash(FlashProTemplate myTemplate, float delay) { StartCoroutine(DelayFire(myTemplate, delay)); }
// Basic instance, uses existing Templates Message public void ConfigureAndGoGo(FlashProTemplate myTemplate) { FT = myTemplate; firstLerp = true; SetMeUp(); }