Exemple #1
0
    void OnHeartStateChange(ItemHeart heart, ItemHeart.State state)
    {
        mCurTime = 0;

        mCurHeartState = state;
        switch (mCurHeartState)
        {
        case ItemHeart.State.Inactive:
            heartHolder.gameObject.SetActiveRecursively(false);
            break;

        case ItemHeart.State.Active:
            heartHolder.gameObject.SetActiveRecursively(true);
            break;

        case ItemHeart.State.Grabbed:
            break;

        case ItemHeart.State.Eaten:
            heart.transform.parent        = heartHolder;
            heart.transform.localPosition = Vector3.zero;
            heart.transform.localRotation = Quaternion.identity;
            heart.transform.localScale    = Vector3.one;
            heart.Activate(false);             //will set state to inactive
            break;
        }
    }
Exemple #2
0
    void OnHeartStateChange(ItemHeart heart, ItemHeart.State state)
    {
        mCurTime = 0;

        mCurHeartState = state;
        switch(mCurHeartState) {
        case ItemHeart.State.Inactive:
            heartHolder.gameObject.SetActiveRecursively(false);
            break;
        case ItemHeart.State.Active:
            heartHolder.gameObject.SetActiveRecursively(true);
            break;
        case ItemHeart.State.Grabbed:
            break;
        case ItemHeart.State.Eaten:
            heart.transform.parent = heartHolder;
            heart.transform.localPosition = Vector3.zero;
            heart.transform.localRotation = Quaternion.identity;
            heart.transform.localScale = Vector3.one;
            heart.Activate(false); //will set state to inactive
            break;
        }
    }