public void fadeGraceJosephIn() { fade = gameObject.GetComponent<FadeObjectInOut> (); megaCache = gameObject.GetComponent<MegaCacheOBJ> (); fade.FadeIn (); megaCache.animate = true; }
public void fadeGhostsOut() { fade = gameObject.GetComponent<FadeObjectInOut> (); megaCache = gameObject.GetComponent<MegaCacheOBJ> (); megaCache.animate = false; fade.FadeOut (); }
public void fadeGhostsIn() { fade = gameObject.GetComponent<FadeObjectInOut> (); megaCache = gameObject.GetComponent<MegaCacheOBJ> (); megaCache.animate = true; fade.fadeTime = 0.5f; fade.FadeIn (); }
//FlowerGrowShrink flower; //public GameObject[] nightObjects = GameObject.FindGameObjectsWithTag("Night"); //public GameObject[] dayObjects = GameObject.FindGameObjectsWithTag("Day"); private void Start() { fday = day.AddComponent <FadeObjectInOut>(); fnight = day.AddComponent <FadeObjectInOut>(); fday.FadeIn(); dayBGM.Play(); nightBGM.Stop(); //flower = new FlowerGrowShrink(); }
// Use this for initialization void Start() { //Renderer r = this.gameObject.GetComponent<Renderer> (); //r.material.SetColor ("_Color", new Color (0, 0, 0, 0)); fader = this.gameObject.GetComponent <FadeObjectInOut> (); fader.logInitialFadeSequence = true; fader.FadeIn(); StartCoroutine(FadeOut()); }
public void deactivateMarkers() { for (int i=1; i<locationPoints.Length; i++) { GameObject marker = locationPoints [i].gameObject; fade = marker.GetComponent<FadeObjectInOut> (); fade.FadeOut (); coll = marker.GetComponent<MeshCollider> (); coll.enabled = false; } }
public void fadeOutAndDestroy() { destroying = true; PubSub.publish("TargetPOI(" + targetPos.Id + "):Remove", GetComponent <InformationHuman>()); FadeObjectInOut fadeObject = GetComponent <FadeObjectInOut>(); fadeObject.DoneMessage = "destroy"; removeAllVehiclesInVision(); fadeObject.FadeOut(0.5f); }
// Use this for initialization void Start() { Direction.x = Random.Range(-1f, 1f); Direction.y = Random.Range(-1f, 1f); baseRot = transform.rotation; Direction.x *= speed; Direction.y *= speed; parts = GetComponent <ParticleSystem> (); fader = GetComponent <FadeObjectInOut> (); }
public void activateMarkers(int i) { GameObject marker = GameObject.FindGameObjectWithTag ("lp" + i); amis = marker.GetComponents<AdjacentMarkerIdentifier> (); foreach (AdjacentMarkerIdentifier ami in amis) { GameObject newMarker = GameObject.FindGameObjectWithTag("lp"+ami.markerToActivate); fade = newMarker.GetComponent<FadeObjectInOut> (); fade.FadeIn (); coll = newMarker.GetComponent<MeshCollider> (); coll.enabled = true; } }
void Start() { Direction.x = Random.Range(-1f, 1f); Direction.y = Random.Range(-1f, 1f); Direction.x *= speed; Direction.y *= speed; player = GameObject.Find("Player").GetComponent <Player_Controller>(); //control = GameObject.Find("GameController").GetComponent<MainController>(); on = false; alive = false; spawn_time = Random.Range(spawn_time_least, spawn_time_most); parts = GetComponent <ParticleSystem> (); fader = GetComponent <FadeObjectInOut> (); }
// Use this for initialization void Start() { //find all location markers locationMarkers = GameObject.Find ("LocationMarkers"); locationPoints=locationMarkers.GetComponentsInChildren<Transform> (); //For each location marker disable the renderer and collider for (int i=0; i<locationPoints.Length; i++) { if (locationPoints[i].gameObject.name!="LocationMarkers"){//Don't add these to the parent locationPoints[i].gameObject.AddComponent<FadeObjectInOut>(); fade = locationPoints[i].gameObject.GetComponent<FadeObjectInOut>(); fade.FadeOut(0.01f); coll = locationPoints[i].gameObject.GetComponent<MeshCollider>(); coll.enabled=false; locationPoints[i].gameObject.tag="lp"+i; } } GameObject firstMarker = GameObject.FindGameObjectWithTag ("lp1"); fade = firstMarker.GetComponent<FadeObjectInOut> (); fade.FadeIn (); coll = firstMarker.GetComponent<MeshCollider> (); coll.enabled = true; }
// Use this for initialization void Awake() { mainCamAudioSource = Camera.main.GetComponent <AudioSource> (); //mf = gm.GetComponent<MouseFunctions> (); towerButtonObj = GameObject.Find("OrbTowerButton"); cannonButtonObj = GameObject.Find("CannonTowerButton"); wallButtonObj = GameObject.Find("WallButton"); laserButtonObj = GameObject.Find("LaserTowerButton"); lightButtonObj = GameObject.Find("LightTowerButton"); magicButtonObj = GameObject.Find("MagicTowerButton"); iceButtonObj = GameObject.Find("IceTowerButton"); towerButton = towerButtonObj.GetComponent <Button> (); cannonButton = cannonButtonObj.GetComponent <Button> (); wallButton = wallButtonObj.GetComponent <Button> (); iceButton = iceButtonObj.GetComponent <Button> (); laserButton = laserButtonObj.GetComponent <Button> (); lightButton = lightButtonObj.GetComponent <Button> (); magicButton = magicButtonObj.GetComponent <Button> (); towerButton.interactable = false; cannonButton.interactable = false; wallButton.interactable = false; iceButton.interactable = false; laserButton.interactable = false; lightButton.interactable = false; magicButton.interactable = false; sendButton = GameObject.Find("SendButtonText").GetComponent <SendButtonPress>(); highlightSFX = Resources.Load <AudioClip> ("Sounds/UI/UIMouseOverSound"); tooltipFader = tooltipText.GetComponentInParent <FadeObjectInOut> (); tooltipMessage = "B - Toggle Build Mode\n\nBuild walls and towers for defense!\n(Towers must be placed on walls)"; }
// Use this for initialization void Start() { fader = GetComponent <FadeObjectInOut>(); }
void Awake() { longIntro = GameObject.Find("LongIntro"); fadingText = longIntro.GetComponent<FadeObjectInOut>(); introBackground = GameObject.Find("IntroBackground"); introBackground.SetActive(false); introText = GameObject.Find ("IntroText"); introText.SetActive(false); winText = (GameObject)Instantiate (winTextPrefab, new Vector3 (0f, -1f, 33f), Quaternion.identity); winText.SetActive (false); scoreText = GameObject.Find ("ScoreText").GetComponent<Text> (); highScoreText = GameObject.Find ("HighScore").GetComponent<Text> (); timeText = GameObject.Find ("TimeText").GetComponent<Text> (); rotServer = GameObject.Find("RotationServer").GetComponent<RotationServer>(); networkManager = GameObject.Find ("MyNetworkManager").GetComponent<MyNetworkManager> (); _usedDevice = Device.Android; _gameState = State.NetworkSetup; OnStateEntering (); }
void Awake() { fade = GetComponent <FadeObjectInOut>(); }