void Start() { #region 抓 Mission Time Counter GameObject MissionTime = GameObject.FindGameObjectWithTag("Mission Time Tracker"); counter = MissionTime.GetComponent <MissionTimeCounter>(); #endregion // 初始化給的寬 RectTransform navbarHover = Navbar.GetComponentsInChildren <Transform>()[2].GetComponent <RectTransform>(); RectTransform footerHover = Footer.GetComponentsInChildren <Transform>()[2].GetComponent <RectTransform>(); // 寬度 NavbarHeight = (int)navbarHover.sizeDelta.y; FooterHeight = (int)footerHover.sizeDelta.y; // 上方 NavStartPosY = (int)Navbar.localPosition.y; NavbarEndPosY = NavStartPosY + NavbarHeight; // 下方 FooterStartPosY = (int)Footer.localPosition.y; FooterEndPosY = FooterStartPosY - FooterHeight; // 把 Movie Plane 原始的資料拿下來 CurrentPos = MoviePlane.localPosition; Currentsize = MoviePlane.sizeDelta; }
void Start() { #region 抓 Mission Time Counter GameObject MissionTime = GameObject.FindGameObjectWithTag("Mission Time Tracker"); counter = MissionTime.GetComponent <MissionTimeCounter>(); #endregion // 任務一開始 //counter.UpgradeToNextLevel(0); }
void Start() { #region 抓 Mission Time Counter GameObject MissionTime = GameObject.FindGameObjectWithTag("Mission Time Tracker"); counter = MissionTime.GetComponent <MissionTimeCounter>(); #endregion // 把資料給進去 Vector3 angle = Dragon.transform.localEulerAngles; }
void Start() { EyeTracking.Initialize(); // 設定 Debug 的 Style style.normal.textColor = Color.white; style.fontSize = 50; StartCoroutine(FPSCounter()); #region 抓 Mission Time Counter GameObject MissionTime = GameObject.FindGameObjectWithTag("Mission Time Tracker"); counter = MissionTime.GetComponent <MissionTimeCounter>(); #endregion }
void Start() { #region 抓 Mission Time Counter GameObject MissionTime = GameObject.FindGameObjectWithTag("Mission Time Tracker"); counter = MissionTime.GetComponent <MissionTimeCounter>(); #endregion RawImage render = this.GetComponent <RawImage>(); render.texture = movie; soundSource = this.gameObject.AddComponent <AudioSource>(); soundSource.clip = movie.audioClip; // 判對他有沒有影片 if (movie != null) { movie.Play(); soundSource.Play(); movieEvent.SetPlayButton(false); } }
void Start() { #region 抓 Mission Time Counter GameObject MissionTime = GameObject.FindGameObjectWithTag("Mission Time Tracker"); counter = MissionTime.GetComponent <MissionTimeCounter>(); #endregion RectTransform Empty = BlueDotEmpty.GetComponent <RectTransform>(); RectTransform Full = BlueDotFull.GetComponent <RectTransform>(); sideEvent = this.GetComponent <MovieSideEvent>(); #region 拿時間欄的一些數值 TimeLineStartX = Empty.localPosition.x; TimeLineEndX = Full.localPosition.x; TimeLineY = Empty.localPosition.y; blueDotImage = BlueDotFull.GetComponent <Image>().sprite; #endregion #region 根據事件,去擺放每一個 Blue Dot Transform BlueDotParent = BlueDotEmpty.transform.parent; diff = TimeLineEndX - TimeLineStartX; for (int i = 0; i < EventTime.Length; i++) { float CurrentX = diff * EventTime[i] / movieM.GetMovieLength(); #region InfoBlock 的生成 GameObject temp; temp = GameObject.Instantiate(InfoBlock); temp.transform.SetParent(BlueDotParent, false); temp.transform.localPosition = new Vector3(InfoBlock.transform.localPosition.x + CurrentX, InfoBlock.transform.localPosition.y, InfoBlock.transform.localPosition.z); temp.name = "InfoBlock " + (i + 1); // 指定事件 (不會顯示在 Onclick 上面,但是點下去真的會有反應) int index = i; temp.GetComponent <Button>().onClick.AddListener(() => sideEvent.TimeLineImageButtonEvent(index)); Transform[] childs = temp.GetComponentsInChildren <Transform>(true); childs[1].GetComponent <Image>().sprite = Image[i]; childs[1].gameObject.SetActive(true); childs[2].GetComponent <Text>().text = EventPeopleName[i]; childs[3].GetComponent <Text>().text = EventPeopleSubName[i]; InfoBlockList.Add(temp); #endregion #region InfoBlock Dark 的生成 temp = GameObject.Instantiate(InfoBlockDark); temp.transform.SetParent(BlueDotParent, false); temp.transform.localPosition = new Vector3(InfoBlockDark.transform.localPosition.x + CurrentX, InfoBlockDark.transform.localPosition.y, InfoBlockDark.transform.localPosition.z); temp.name = "InfoBlock Dark " + (i + 1); childs = temp.GetComponentsInChildren <Transform>(true); childs[1].GetComponent <Image>().sprite = ImageDark[i]; childs[1].gameObject.SetActive(true); InfoBlockDarkList.Add(temp); #endregion #region 底下點生成 temp = GameObject.Instantiate(BlueDotEmpty); temp.name = "Event " + (i + 1); temp.transform.SetParent(BlueDotParent); temp.SetActive(true); // 位置設定 RectTransform rectTemp = temp.GetComponent <RectTransform>(); rectTemp.localPosition = new Vector3(CurrentX + TimeLineStartX, TimeLineY, 0); #endregion // 把東西加回到堆節理 BlueDotList.Add(temp.GetComponent <Image>()); BlueDotBool.Add(false); BlockBool.Add(false); } #endregion #region 刪除不必要的東西 Destroy(BlueDotEmpty); Destroy(BlueDotFull); Destroy(InfoBlock); Destroy(InfoBlockDark); #endregion }