public virtual void Deactivate(object source, CogData data) { if (this.TriggerOnDeactivate != null) { this.TriggerOnDeactivate.Deactivate(this, data); } }
public override void Deactivate(object source, CogData data) { if (mSpawnTimer != null) { mSpawnTimer.Stop(); } }
public override void Deactivate(object source, CogData data) { if (mIsShowingSprite) { this.HostSpriteRenderer.sprite = null; mIsShowingSprite = false; base.Deactivate(source, data); } }
public override void Deactivate(object source, CogData data) { this.transform.localScale = this.ActivatedScale; mInitialScale = this.ActivatedScale; mTargetScale = this.DeactivatedScale; mInitialColor = this.ActivatedColor; mTargetColor = this.DeactivatedColor; mTimer.Start(this.DurationSeconds); }
public override void Deactivate(object source, CogData data) { SimpleSpriteEmitter comp = this.gameObject.GetComponent <SimpleSpriteEmitter>(); if (comp != null) { comp.Stop(); } base.Deactivate(source, data); }
public override void Activate(object source, CogData data) { if (this.OnlyReleaseOnTrigger) { ReleaseChildren(); ActivateAfterRelease(); base.Activate(source, data); Shutdown(); } }
public override void Activate(object source, CogData data) { if (this.SpawnAllObjectsAtOnce) { SpawnAllObjects(); } else { mSpawnTimer.Start(this.SpawnFrequency); } }
public override void Activate(object source, CogData data) { if (!mIsShowingSprite) { this.HostSpriteRenderer.sprite = GetRandomSprite(); mElapsedTimeSeconds = 0.0f; mIsShowingSprite = true; // Here we only activate linked COGs if we've displayed a sprite. base.Activate(source, data); } }
public override void Activate(object sender, CogData data) { if (this.TimeToLiveSeconds > 0) { mStillAlive = true; mTimer.Start(this.TimeToLiveSeconds); } else { mStillAlive = false; mTimer.Start(this.DeathDuration); } }
public override void Activate(object source, CogData data) { if (data != null && data.ObjectData != null) { // VectorData will always be available even if it's a (0, 0) value EmitterData ed = data.ObjectData as EmitterData; GameObject projectile = CreateInstance(ed.TemplateObject); Rigidbody2D phys = projectile.GetComponent <Rigidbody2D>(); projectile.transform.position = ed.Position; phys.AddForce(ed.Magnitude, ForceMode2D.Impulse); // TODO: Need to attach the context to the projectile somehow } base.Activate(source, data); }
public override void Activate(object source, CogData data) { // Toggle behavior if (this.LinkedSimpleSpriteEmitter != null) { if (this.LinkedSimpleSpriteEmitter.Started) { this.LinkedSimpleSpriteEmitter.Stop(); } else { this.LinkedSimpleSpriteEmitter.Begin(); } } base.Activate(source, data); }
public override void Activate(object source, CogData data) { AudioSource.PlayClipAtPoint(this.Sound, this.transform.position); }
public override void Activate(object sender, CogData data) { mStillAlive = false; mTimer.Start(this.DeathDuration); }