// Start is called before the first frame update void Awake() { m_rigidBody = GetComponent <Rigidbody2D>(); m_soundPing = GetComponentInChildren <SoundPing>(); m_animator = GetComponent <Animator>(); m_wordBalloon = transform.parent.GetComponentInChildren <WordBalloon>(); m_spriteRenderer = GetComponent <SpriteRenderer>(); m_humanity = startingHumanity; }
public static void SpawnBalloon(string text, Color color, float life, Vector3 pos, Transform trans, string tag) { Status.RemoveBalloonWithTag(tag); WordBalloon wordy = new WordBalloon(); wordy.text = text; wordy.color = color; wordy.fadeTime = Time.time + life; wordy.transform = trans; wordy.localPos = trans != null?trans.InverseTransformPoint(pos) : pos; wordy.tag = tag; Status.balloons.Add(wordy); }
public void Initialize(GameObject player, GameObject npc) { m_player = player; m_npc = npc; m_playerBalloon = player.GetComponentInChildren <WordBalloon>(); m_npcBalloon = npc.GetComponentInChildren <WordBalloon>(); m_playerBehavior = player.GetComponentInChildren <PlayerBehavior>(); m_npcBehavior = npc.GetComponentInChildren <OfficeWorkerBehavior>(); // Set word balloons of interacting characters to appropriate update mode m_playerBalloon.gameObject.GetComponent <Animator>().updateMode = AnimatorUpdateMode.UnscaledTime; m_npcBalloon.gameObject.GetComponent <Animator>().updateMode = AnimatorUpdateMode.UnscaledTime; // Turn off player's sound ping m_player.GetComponentInChildren <SoundPing>().gameObject. GetComponent <SpriteRenderer>().enabled = false; }