Example #1
0
    void Start()
    {
        UIFader.SetColor(FadeImage.color);

        if (startFadeOut)
        {
            StartCoroutine(UIFader.FadeOut(FadeSpeed));
        }
    }
    void Start()
    {
        inputManager = scriptManager.GetScript <InputController>();
        gameManager  = scriptManager.GetScript <HFPS_GameManager>();
        inventory    = scriptManager.GetScript <Inventory>();
        switcherID   = switcher.GetIDByObject(gameObject);

        BatterySpriteUI = gameManager.BatteryRemaining;
        BatterySprite   = BatterySpriteUI.GetComponent <Image>();
        UIFader.SetColor(BatterySprite.color);

        AnimationComp[DrawAnim].speed   = DrawSpeed;
        AnimationComp[HideAnim].speed   = HideSpeed;
        AnimationComp[ReloadAnim].speed = ReloadSpeed;

        defaultLightPercentagle = batteryPercentage;
    }
Example #3
0
    void Start()
    {
        inputControl = scriptManager.GetScript <InputController>();
        Inventory    = scriptManager.GetScript <Inventory>();
        OilSprite    = scriptManager.GetScript <HFPS_GameManager>().OilRemaining.GetComponent <Image>();
        switcherID   = switcher.GetIDByObject(gameObject);

        UIFader.SetColor(OilSprite.color);

        anim[DrawAnim].speed   = DrawSpeed;
        anim[HideAnim].speed   = HideSpeed;
        anim[ReloadAnim].speed = ReloadSpeed;

        defaultOilPercentagle  = oilPercentage;
        fullIntnesity          = LanternLight.intensity;
        oldIntensity           = LanternLight.intensity;
        reduceIntensity        = LanternLight.intensity;
        FlameTint              = LanternLight.transform.GetChild(0).GetComponent <MeshRenderer>().material.GetColor("_TintColor");
        FlameTint.a            = 0f;
        LanternLight.intensity = 0f;
        currentSprite          = spritePrefix + oilPercentage;
        reductionFactor        = oilPercentage - lightReductionRate;
    }