Example #1
0
    public override void Setup(float startTime)
    {
        bigHeadProp.Setup();
        wrapCam = new OffsetCamera(new Vector3(0, 200, -10), 2);

        initialHeadPosition = bigHeadProp.faceLeftObject.transform.position;

        firstLeftHeadScroller = new HeadScroller(bigHeadProp.faceLeftObject, 3.0f);
        firstRightHeadScroller = new HeadScroller(bigHeadProp.faceRightObject, 5.0f);

        var mouthLeftGameObject = resourceFactory.Create("SceneSix/MouthLeft-KeepMeInPlace");
        var mouthLeft = mouthLeftGameObject.GetComponent<Sprite>();
        // This is off compared to the mouth position in SceneSeven.
        // It seems to be because the mouth is a child of the head in this scene.
        // Perhaps due to rounding error in the matrix multiplication.
        mouthLeft.setWorldPosition(-29.5f, -56f, -5f);
        mouthLeftGameObject.transform.parent = bigHeadProp.faceLeft.transform;

        var mouthRightGameObject = resourceFactory.Create("SceneSix/MouthRight-KeepMeInPlace");
        var mouthRight = mouthRightGameObject.GetComponent<Sprite>();
        mouthRight.setWorldPosition(10f, -56f, -5f);
        mouthRightGameObject.transform.parent = bigHeadProp.faceRight.transform;

        bigMouthAnimator = new BigMouthAnimator(startTime, mouthLeft, mouthRight);
    }
Example #2
0
    public void Setup()
    {
        if (offsetCamera != null) return; // skip if prop was already set up

        armIsMovingAway = true;

        // construct additional camera that is positioned above the screen to show vertical wrapping
        offsetCamera = new OffsetCamera(new Vector3(0, 200, -10), 2);
        wrapCam = offsetCamera.camera;

        // travel one half screen length per second and take the overlapping offsetCamera into account
        scrollSpeed = normalScrollSpeed = (Camera.main.pixelHeight + 100) / 2;

        // put sprites in their own layer so the other camera doesn't render the background
        guyWithArmOut.gameObject.layer = 1;
        otherArm.gameObject.layer = 1;
        guyWithFist.gameObject.layer = 1;
        otherFist.gameObject.layer = 1;

        guyWithArmOut.setScreenPosition(180, -30);
        guyWithArmOut.visible(true);
        otherArm.setScreenPosition(100, -70);
        otherArm.visible(true);
    }