private void ShipInBase(Collider2D other) { if (_lightSwitchingAudio != null) { _lightSwitchingAudio.Play(); } Destroy(_trailLight); Cursor.visible = false; if (_enterLight != null) { _enterLight.color = _enterLightColor; } _shipInBase = true; ShipInBase shipInBaseScript = other.GetComponent <ShipInBase>(); if (transform.parent.parent != null) { shipInBaseScript.InBase(true, _moveShipToPosition.position, _moveShipRoationZ + transform.parent.parent.rotation.eulerAngles.z, true); } else { shipInBaseScript.InBase(true, _moveShipToPosition.position, _moveShipRoationZ, true); } PlayerGUIScript playerUI = GameManager.CameraObject.GetComponentInChildren <PlayerGUIScript>(); playerUI.gameObject.SetActive(false); // Play sound here, or perhaps in the function EndLevel() StartCoroutine(DockingAnimation()); }
private void Awake() { RectTransform = GetComponent <RectTransform>(); if (_arrayID == 0 && BASE_POSITION.x == 0) { BASE_POSITION = RectTransform.anchoredPosition; } Parent = GetComponentInParent <PlayerGUIScript>(); Parent.FlareAmmountChange += OnFlareAmmountChange; }
// Use this for initialization void Start() { playerGUI = gameObject.GetComponent <PlayerGUIScript>(); view = gameObject.GetComponent <NetworkView>(); //mats = new Dictionary<string, Material>(); //mats.Add("normal", Resources.Load("Materials/Blue") as Material); //mats.Add("stealth", Resources.Load("Materials/trail_stealth_mat") as Material); trail = gameObject.GetComponentInChildren <LineRenderer>(); positions = new Vector3[maxPoints]; trailArr = new GameObject[maxPoints]; }
private void Awake() { _lineRenderer = GetComponent <LineRenderer>(); //_soundIndicatorCapture = GetComponentInChildren<Camera>(); _playerGUIScript = FindObjectOfType <PlayerGUIScript>(); _playerGUIScript.NoiseAmmountChange += OnNoiseChange; _pauseMenuScript = FindObjectOfType <PauseMenuScript>(); _pauseMenuScript.PauseState += OnPause; _lineRenderer.positionCount = _numberOfLineSegments; _oldLineCount = _numberOfLineSegments; _lineWidth = _lineRenderer.widthMultiplier; _lineRenderer.widthMultiplier = 0; GenerateLineData(); _lineUpdate = LineRender(); //_colourUpdateFraction = Mathf.InverseLerp(0, MAX_GRADIENT_INDEX, 1); }
public Material StealthColor; // = Resources.Load("Materials/trail_stealth_mat") as Material; // Use this for initialization void Start() { StealthColor = Resources.Load("Materials/trail_stealth_mat") as Material; view = gameObject.GetComponent <NetworkView>(); playerGUI = gameObject.GetComponent <PlayerGUIScript>(); }