// ######################################## // Create/Remove Prop // ######################################## #region Create/Remove Prop // Create prop public void CreateProp() { if (m_PropGameObject == null && m_Prefab != null) { // Create Particle from m_Prefab m_PropGameObject = Instantiate(m_Prefab, transform.position + m_Prefab.transform.position + m_PosBegin, transform.rotation) as GameObject; // Get FCMain compoment m_Main = this.GetComponent <FCMain>(); m_PropGameObject.transform.parent = transform; // Set position variables m_PositionState = FCProp.eTransformState.Begin; //m_PositionStateOld = FCProp.eTransformState.Begin; m_PosValue = 0; // Set rotation variables //m_RotationState = FCProp.eTransformState.Begin; //m_RotationStateOld = FCProp.eTransformState.Begin; m_RotationValue = 0; //m_RotationRoundCount = 0; // Set scale variables m_ScaleState = FCProp.eTransformState.Begin; //m_ScaleStateOld = FCProp.eTransformState.Begin; m_ScaleValue = 0; } }
// ######################################## // Prop Scaling // ######################################## #region Prop Scale // start scaling void UpdateScale_Start() { m_ScaleState = FCProp.eTransformState.Changing; if (m_PropGameObject != null) { m_PropGameObject.transform.localScale = m_ScaleBegin; } m_ScaleValue = 0.0f; }
// ######################################## // Prop Position // ######################################## #region Prop Position // Start transform position void UpdateTransformPos_Start() { m_PositionState = FCProp.eTransformState.Changing; if (m_PropGameObject != null) { m_PropGameObject.transform.localPosition = transform.position + m_PosBegin; } m_PosValue = 0.0f; }
// End scaling void UpdateScale_Finished() { m_ScaleValue = 1; m_ScaleState = FCProp.eTransformState.End; //m_ScaleStateOld = m_ScaleState; }
// End position void UpdateTransformPos_Finished() { m_PosValue = 1; m_PositionState = FCProp.eTransformState.End; //m_PositionStateOld = m_PositionState; }