Example #1
0
 void Awake()
 {
     m_Material                  = new Material(Shader.Find("Lines/Colored Blended"));
     m_Material.hideFlags        = HideFlags.HideAndDontSave;
     m_Material.shader.hideFlags = HideFlags.HideAndDontSave;
     GlobalGLs.AddGL(this);
 }
Example #2
0
    //Material _LineMaterial = null;

    void Start()
    {
        GlobalGLs.AddGL(this);
    }
Example #3
0
 protected void Start()
 {
     GlobalGLs.AddGL(this);
 }
Example #4
0
 // Use this for initialization
 void Start()
 {
     m_Boxes = new List <BSTools.SelBox> ();
     GlobalGLs.AddGL(this);
 }
Example #5
0
    // Use this for initialization
    protected void Start()
    {
        GlobalGLs.AddGL(this);

        //		if (m_EffectsMat != null)
        //		{
        //			m_MeshRenders = gameObject.GetComponentsInChildren<MeshRenderer>(true);
        //
        //			foreach (MeshRenderer mr in m_MeshRenders)
        //			{
        //				List<Material> mats = new List<Material>();
        //				Material[] newMats = new Material[mr.materials.Length];
        //				for (int i = 0; i < mr.materials.Length; ++i)
        //				{
        //					mats.Add(mr.materials[i]);
        //					newMats[i] = m_EffectsMat;
        //					//mr.materials[i] = m_EffectsMat;
        //
        //				}
        //				mr.materials = newMats;
        //
        //
        //				m_OrginMats.Add(mats);
        //			}
        //
        //			m_SkinnerMeshRenders = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true);
        //
        //			foreach (SkinnedMeshRenderer mr in m_SkinnerMeshRenders)
        //			{
        //				List<Material> mats = new List<Material>();
        //				Material[] newMats = new Material[mr.materials.Length];
        //				for (int i = 0; i < mr.materials.Length; ++i)
        //				{
        //					mats.Add(mr.materials[i]);
        //					newMats[i] = m_EffectsMat;
        //				}
        //				mr.materials = newMats;
        //
        //				m_OrginMats.Add(mats);
        //			}
        //
        //			StartCoroutine(DelayToRestoreMat());
        //		}

        // Get Meshes
        if (m_EffectsMat != null)
        {
            m_Meshfilters = gameObject.GetComponentsInChildren <MeshFilter>(true);

            m_MeshRenders = gameObject.GetComponentsInChildren <MeshRenderer>(true);
            foreach (MeshRenderer mr in m_MeshRenders)
            {
                mr.enabled = false;
            }

            m_SkinnerMeshRenders = gameObject.GetComponentsInChildren <SkinnedMeshRenderer>(true);
            foreach (SkinnedMeshRenderer mr in m_SkinnerMeshRenders)
            {
                mr.enabled = false;
            }

            StartCoroutine(DelayToEndEffect());
        }

        m_StartTime = Time.time;


        // Animation
        workAnimation = gameObject.GetComponentsInChildren <Animation>(true);
        foreach (Animation an in workAnimation)
        {
            an.Stop();
            an.playAutomatically = false;
        }

        m_Start = false;

        //Sound,create
        if (m_Entity != null && m_Entity.m_Info.workSound >= 0)
        {
            workSound = AudioManager.instance.Create(gameObject.transform.position, m_Entity.m_Info.workSound, gameObject.transform, false, false);
        }
    }