private void FadeInOutline() { // Setup the color to use for the flash Color color = effectColor; ButtonSound sound = ButtonSound.Hover; // If we have an operation source then instead set the color to the intended operation type color if (OperationInProgress) { color = UISettings.GetOperatorColor(operationSource.MatrixParent.IntendedNextOperationType); sound = ButtonSound.Preview; } // Create the pop effect for hovering PunchSize(sound); // If wer still have an outline then make it invisible if (currentOutline) { currentOutline.Remove(); } // Fade in a new outline currentOutline = OutlineManager.FadeInOutline(transform, effectType, color); }
public static void Initialize() { // Instantiate the effects manager from the resources and make it not destroy on load instance = ResourcesExtensions.InstantiateFromResources <OutlineManager>(nameof(OutlineManager), null); DontDestroyOnLoad(instance); // Re-initialize the pools on scene loaded SceneManager.sceneLoaded += instance.OnSceneLoaded; }
public void Initialise() { //create the list which contain all the spriterenderer List <SpriteRenderer> sprites = new List <SpriteRenderer> (); //try to get the outlinemanager if (vOutlineManager == null) { vOutlineManager = Camera.main.GetComponent <OutlineManager>(); //if not create the outline manager on the main camera //by default, it will have red, blue and green color if (vOutlineManager == null) { vOutlineManager = Camera.main.gameObject.AddComponent <OutlineManager>(); } } if (vOutlineManager == null) { Debug.Log("Add a Camera to the game"); } //is his master SetMasterOutline(this); //get all the sprite renderer below foreach (SpriteRenderer vCurRenderer in GetComponentsInChildren <SpriteRenderer> ().OfType <SpriteRenderer> ().ToList()) { sprites.Add(vCurRenderer); } foreach (SpriteRenderer vRenderer in sprites) { //try to get this component Outline vOutline = vRenderer.GetComponent <Outline> (); //if doesn't exist, create it /* * if (vOutline == null) { * vOutline = vRenderer.GetComponent<Outline>(); * vOutline.vOutlineManager = vOutlineManager; * vOutline.color = color; * vOutline.vOutlineType = vOutlineType; * * //save master for this once * vOutline.SetMasterOutline (this); * } */ //start them all //vOutline.StartOutline (); } }
void Awake() { if (!Instance) { Instance = this; } else { DestroyImmediate(this.gameObject); } cachedLayers = new Dictionary <GameObject, Dictionary <Renderer, int> >(); Shader.SetGlobalFloat("isMac", Application.platform == RuntimePlatform.OSXPlayer ? 1 : 0); }
private void Start() { outline.enabled = true; if (instance == null) { instance = this; } else if (instance == this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); InitializeManager(); }
void Start() { ShowOutline = false; vOutlineManager = Camera.main.GetComponent <OutlineManager>(); }
public void Flash(Color color) { OutlineManager.FadeOutOutline(transform, effectType, color); }