public void Start() { Source = 100; spriteRenderer = GetComponent <SpriteRenderer>(); spriteGlowEffect = GetComponent <SpriteGlowEffect>(); spriteGlowEffect.enabled = false; }
public void CreateSample(Vector2Int pos) { Sample samp = new Sample(pos); samples.Add(samp); sampGlow = samp.obj.GetComponentInChildren <SpriteGlowEffect>(); }
private void BuilCell(Quaternion rotation, int index, float i, float j, Vector2 pivot, Rect rec) { //----------------------Cordinates for cell-------------------------------------- float xCordinate = (pixel * i) + (pixel / 2); float yCordinate = (pixel * j) + (pixel / 2); //Creating cells----------------------------------------------------------------- GameObject cell = new GameObject(); //-------------------------Bounding with script---------------------------------- cell.AddComponent <TouchRotate>(); //------------------------------------------------------------------------------- //------------------------------------------------------------------------------- RectTransform rectTransform = cell.AddComponent <RectTransform>() as RectTransform; BoxCollider2D box2D = cell.AddComponent <BoxCollider2D>() as BoxCollider2D; //Creating with z: +90 position, because default z position is -180 and we want it to be 0 cell.transform.SetPositionAndRotation(new Vector3(0, 0, 0), rotation); //Naming Cell and Setting his parent---------------------------------------- cell.name = "cell_" + xCordinate.ToString() + "x" + yCordinate.ToString(); cellsParent.name = "Parent_Of_Cells\\" + pieceCount.ToString() + "-Children"; cell.transform.SetParent(cellsParent.transform); //Scalling------------------------------------------ rectTransform.sizeDelta = new Vector2(pixel, pixel); box2D.size = new Vector2(pixel, pixel); cell.transform.localScale = new Vector3(1, 1, 1); //Positioning; anchorMin and anchorMax are for starting position bottom left corner of parent. rectTransform.anchorMin = new Vector2(0f, 0f); rectTransform.anchorMax = new Vector2(0f, 0f); rectTransform.anchoredPosition = new Vector3(x: xCordinate, y: yCordinate); //------------------------------------------Creating Sprite Texture-------------------------------------------------------------------- Texture2D spriteTexture = new Texture2D((int)(pixel * 100f), (int)(pixel * 100f)); var pixels = painting.texture.GetPixels((int)((pixel * 100f) * i), (int)((pixel * 100f) * j), (int)(pixel * 100f), (int)(pixel * 100f)); spriteTexture.SetPixels(pixels); spriteTexture.Apply(); //Setting sprite to Cell-------------------------------------------------------------- SpriteRenderer spriteRenderer = cell.AddComponent <SpriteRenderer>() as SpriteRenderer; spriteRenderer.sprite = Sprite.Create(spriteTexture, rec, pivot); spriteRenderer.sortingLayerName = "Cells"; spriteRenderer.material.shader = glowShader; SpriteGlowEffect glowEffect = cell.AddComponent <SpriteGlowEffect>(); //-------------------------------- glowEffect.OutlineWidth = 0; glowEffect.AlphaThreshold = 0.01f; //----------------------- //Finally, adding our cell to the list. cells.SetValue(cell, index); }
// Use this for initialization void Start() { _eventTrigger = gameObject.AddComponent <ObservableEventTrigger>(); _mspresenter = GameObject.Find("MainScenePresenter").GetComponent <MainScenePresenter>(); _spriteGlow = GetComponent <SpriteGlowEffect>(); _sprites = Resources.LoadAll <Sprite>("number"); }
private void Awake() { _animator = GetComponent <Animator>(); _light = transform.Find("Weapen block").Find("Light").GetComponent <SpriteRenderer>(); _glow = transform.Find("Weapen block").Find("Light").GetComponent <SpriteGlowEffect>(); _boxTip = transform.Find("Box_tip").GetComponent <Animator>(); BroadcastMessage("GetWeaponInfo", transform, SendMessageOptions.DontRequireReceiver); }
void Start() { spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); glowScript = gameObject.GetComponent <SpriteGlowEffect>(); originalColour = spriteRenderer.material.color; highlightedColour = Color.white; LightUp(false, originalColour); }
void Awake() { spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); destinationPos = new Vector3(0f, transform.position.y, 0f); glowScript = gameObject.GetComponent <SpriteGlowEffect>(); startScale = new Vector3(0f, 0f, 0f); trail = gameObject.GetComponent <TrailRenderer>(); isVisible = gameObject.GetComponent <ScaleObject>().finishedScaling; }
public void SetPuzzlePieceGlow(bool outlinesEnabled) { int width = outlinesEnabled ? maxGlowWidth : 0; SpriteGlowEffect glowEffect = GetComponent <SpriteGlowEffect>(); glowEffect.OutlineWidth = width; glowEffect.GlowBrightness = 1; glowEffect.GlowColor = Color.red; }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); defaultMaterial = new Material(Shader.Find("Sprites/Default")); rimLightMaterial = Resources.Load <Material>("Material/RimLight"); spriteGlow = GetComponent <SpriteGlowEffect>(); ResetMaterial(); subMapManager = GetComponent <SubMapManager>(); }
protected virtual void Awake() { m_spriteRenderer = GetComponentInChildren <SpriteRenderer>(); m_glowEffect = GetComponentInChildren <SpriteGlowEffect>(); m_collider = GetComponentInChildren <BoxCollider2D>(); IsCostAP = true; IsDeath = false; SkillHashes = new List <int>(); OnSortingOrderChanged += OnSortingOrderChangedEvent; }
private void Awake() { renderer = GetComponent <SpriteRenderer>(); glowEffect = GetComponent <SpriteGlowEffect>(); tooltipSprite = tooltipPivot.sprite; SetState(PlacementState.Hidden); glowEffect.OutlineWidth = 0; }
// Use this for initialization void Start() { _spotLight = GetComponent <SpriteGlowEffect>(); _spotLight.GlowColor = Color.cyan; _current = 0; _colors[0] = Color.magenta; _colors[1] = Color.cyan; _colors[2] = Color.red; _colors[3] = Color.green; _outline = _title.GetComponent <Outline>(); }
static void changeColor(SpriteGlowEffect comp, Player owner) { if (owner == PlayersManager.Empty) { comp.GlowColor = Color.white; } else if (PlayersManager.GetMyPlayer() != owner) { comp.GlowColor = Color.red; } else { comp.GlowColor = Color.green; } }
private void Awake() { _mainCamera = GameObject.Find("Main Camera").transform; _memorizer = GameObject.Find("Memorizer").GetComponent <Memorizer>(); _fade = GameObject.Find("Fade").GetComponent <CanvasGroup>(); _block = GameObject.Find("Block").GetComponent <SpriteGlowEffect>(); _light = GameObject.Find("Light").GetComponent <SpriteGlowEffect>(); _leftInfo = GameObject.Find("LeftInfo").transform.GetComponent <RectTransform>(); _rightInfo = GameObject.Find("RightInfo").transform.GetComponent <RectTransform>(); _start = GameObject.Find("Start").transform.GetComponent <RectTransform>(); _last = GameObject.Find("Last").transform.GetComponent <RectTransform>(); _next = GameObject.Find("Next").transform.GetComponent <RectTransform>(); _startG = _start.GetComponent <CanvasGroup>(); _lastG = _last.GetComponent <CanvasGroup>(); _nextG = _next.GetComponent <CanvasGroup>(); _dialog = GameObject.Find("Dialog Tip Box").transform; _dialogGroup = _dialog.GetComponent <CanvasGroup>(); _name = GameObject.Find("Name").transform.Find("NameText").transform.GetComponent <SpriteRenderer>(); //_border = GameObject.Find("Border").GetComponent<Image>(); _fade.alpha = 1; var player = GameObject.FindGameObjectWithTag("Player"); player.GetComponent <PlayerMove>().enabled = false; _actor = player.GetComponent <SpriteRenderer>(); _weaponMain = GameObject.FindGameObjectWithTag("Weapon").transform.Find("Weapon Main") .GetComponent <SpriteRenderer>(); player.GetComponent <PlayerInfo>().UseWeapon = false; var color = new Color(1, 1, 1, 0f); _actor.color = color; _weaponMain.color = color; //_border.color = color; _name.color = color; _start.anchoredPosition = new Vector2(_start.anchoredPosition.x, _start.anchoredPosition.y - ButtonMove); _last.anchoredPosition = new Vector2(_last.anchoredPosition.x, _last.anchoredPosition.y - ButtonMove); _next.anchoredPosition = new Vector2(_next.anchoredPosition.x, _next.anchoredPosition.y - ButtonMove); _startG.blocksRaycasts = false; _lastG.blocksRaycasts = false; _nextG.blocksRaycasts = false; _leftInfo.anchoredPosition3D = new Vector2(_leftInfo.anchoredPosition.x - InfoMove, _leftInfo.anchoredPosition.y); _rightInfo.anchoredPosition3D = new Vector2(_rightInfo.anchoredPosition.x + InfoMove, _rightInfo.anchoredPosition.y); _memorizer.Selete = true; }
public static Material GetSharedFor(SpriteGlowEffect spriteGlow) { for (int i = 0; i < sharedMaterials.Count; i++) { if (sharedMaterials[i].SpriteTexture == spriteGlow.Renderer.sprite.texture && sharedMaterials[i].DrawOutside == spriteGlow.DrawOutside && sharedMaterials[i].InstancingEnabled == spriteGlow.EnableInstancing) { return(sharedMaterials[i]); } } var material = new SpriteGlowMaterial(spriteGlow.Renderer.sprite.texture, spriteGlow.DrawOutside, spriteGlow.EnableInstancing); material.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.NotEditable; sharedMaterials.Add(material); return(material); }
public bool isHand = false; // trueなら手札のカード // Use this for initialization void Start() { _eventTrigger = gameObject.AddComponent <ObservableEventTrigger>(); _spriteGlow = GetComponent <SpriteGlowEffect>(); // _spriteRenderer = GetComponent<SpriteRenderer>(); //handControl.addClickObserver(this); //handControl.addDealObserver(this); // typeとcolorElementに合わせて見た目を変える _typeSprite = transform.Find("Type").gameObject; _typeSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Type/" + Type.ToString()); _colorElementSprite = transform.Find("ColorElement").gameObject; _colorElementSprite.GetComponent <SpriteGlowEffect>().GlowColor = meatColors[(int)Color]; if (isBack) { ShowBack(); } }
private void Awake() { _glow = transform.Find("Light").GetComponent <SpriteGlowEffect>(); BroadcastMessage("GetWeaponInfo", transform, SendMessageOptions.DontRequireReceiver); }
// Use this for initialization void Start() { _brakeLight = GetComponent <SpriteGlowEffect>(); _brakeLight.GlowBrightness = 1.54f; _descend = false; }
void Start() { glowing = GetComponent <SpriteGlowEffect>(); glowing.enabled = false; }
private void Awake() { spriteGlow = GetComponent <SpriteGlowEffect>(); }
// Start is called before the first frame update void Awake() { sr = GetComponent <SpriteRenderer>(); spriteGlowScript = gameObject.GetComponent <SpriteGlowEffect>(); sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, 0); }
private void BuilCell(Vector2 randomCellPosition, Quaternion rotation, int index, float i, float j, Vector2 pivot, Rect rec, int maxGlowWidth) { //Cordinates for cell float xCordinate = (pixel * i) + (pixel / 2f); float yCordinate = (pixel * j) + (pixel / 2f); Debug.Log("index: " + index.ToString()); Debug.Log("truePosition: " + new Vector2(xCordinate, yCordinate).ToString()); Debug.Log("randomPosition: " + randomCellPosition.ToString()); Debug.Log("rotation: " + rotation.ToString()); //Creating cells GameObject cell = new GameObject(); //Bounding with script cell.AddComponent <TouchSwapCell>(); //--------------------- RectTransform rectTransform = cell.AddComponent <RectTransform>() as RectTransform; BoxCollider2D box2D = cell.AddComponent <BoxCollider2D>() as BoxCollider2D; //Creating with z: +90 position, because default z position is -180 and we want it to be 0 if (isRotateEnabled) { cell.transform.SetPositionAndRotation(randomCellPosition, rotation); } else { cell.transform.SetPositionAndRotation(randomCellPosition, Quaternion.Euler(0, 0, 0)); } //Naming Cell and Setting his parent cell.name = "cell_" + xCordinate.ToString() + "x" + yCordinate.ToString(); cellsParent.name = "Parent_Of_Cells\\" + pieceCount.ToString() + "-Children"; cell.transform.SetParent(cellsParent.transform); //Scalling rectTransform.sizeDelta = new Vector2(pixel, pixel); box2D.size = new Vector2(pixel, pixel); cell.transform.localScale = new Vector3(1, 1, 1); //Positioning; anchorMin and anchorMax are for starting position bottom left corner of parent. rectTransform.anchorMin = new Vector2(0f, 0f); rectTransform.anchorMax = new Vector2(0f, 0f); rectTransform.anchoredPosition = new Vector3(x: randomCellPosition.x, y: randomCellPosition.y); //Creating Sprite Texture--------------------------------------------------------------------- Texture2D spriteTexture = new Texture2D((int)(pixel * 100f), (int)(pixel * 100f)); var pixels = painting.texture.GetPixels((int)((pixel * 100) * i), (int)((pixel * 100) * j), (int)(pixel * 100f), (int)(pixel * 100f)); spriteTexture.SetPixels(pixels); spriteTexture.Apply(); //------------------------------------------------------------------------------------ //Setting sprite to Cell SpriteRenderer spriteRenderer = cell.AddComponent <SpriteRenderer>() as SpriteRenderer; spriteRenderer.sprite = Sprite.Create(spriteTexture, rec, pivot); spriteRenderer.sortingLayerName = "Cells"; spriteRenderer.material.shader = glowShader; //GlowEffect---------------- SpriteGlowEffect glowEffect = cell.AddComponent <SpriteGlowEffect>(); glowEffect.OutlineWidth = 0; glowEffect.AlphaThreshold = 0.01f; //------------------------- //-----SwapCell Values--------- SwapCell swapCell = cell.AddComponent <SwapCell>(); swapCell.SetTruePosition(new Vector2(xCordinate, yCordinate)); swapCell.SetIsPositionTrue(swapCell.GetTruePosition().Equals(randomCellPosition)); swapCell.SetMaxGlowWidth(maxGlowWidth); swapCell.SetForward(null); swapCell.SetBackward(null); swapCell.SetLeft(null); swapCell.SetRight(null); //----------------------- //Finally, adding our cell to the list. cells.SetValue(cell, index); }
// Use this for initialization void Start() { _neonLight = GetComponent <SpriteGlowEffect>(); _neonLight.GlowBrightness = 1.2f; _descend = false; }