public SpaceCamera(Objective objective, AbilitySelector selector, ObjectiveArrow objectiveArrow, Image objectiveCircle, Camera camera, CameraFlash cameraFlash, SceneChanger sceneChanger, Text level) { this.objective = objective; this.selector = selector; this.objectiveArrow = objectiveArrow; this.objectiveCircle = objectiveCircle; this.camera = camera; this.cameraFlash = cameraFlash; this.sceneChanger = sceneChanger; this.level = level; // By default, off this.objectiveCircle.gameObject.SetActive(false); this.objectiveArrow.gameObject.SetActive(false); }
void Start() { staffBuilder = GetComponent <StaffBuilder>(); barBuilder = GetComponent <BarBuilder>(); colourController = GetComponent <ColourController>(); foreach (Material mat in itemMaterials) { mat.color = colourController.getItem(); } globalData = GetComponent <GlobalData>(); colourController.SortColours(); UICamera.backgroundColor = mainCamera.backgroundColor; staffBuilder.GenerateStaff(); cameraFlash = flashCamera.GetComponent <CameraFlash>(); flashController = GetComponent <FlashController>(); }
private static UIImagePickerControllerCameraFlashMode GetUICameraFlashMode(CameraFlash device) { switch (device) { case CameraFlash.Default: return(UIImagePickerControllerCameraFlashMode.Auto); case CameraFlash.On: return(UIImagePickerControllerCameraFlashMode.On); case CameraFlash.Off: return(UIImagePickerControllerCameraFlashMode.Off); default: throw new NotSupportedException(); } }
// Start is called before the first frame update void Start() { intialPosition = transform.position; flash = GameObject.FindGameObjectWithTag("CameraFlash").GetComponent <CameraFlash>(); currentState = AnimationStates.down; }