Esempio n. 1
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        } //END Shrink

        //-------------------------------//
        public virtual void OnLookAt()
        //-------------------------------//
        {

            //Figure out how much time is remaining to fill in the fill circle (it doesn't reset to zero when a player exits the collider, we continue where we left off)
            float enterColliderSpeed = float_EnterColliderSpeed;

            if( image_IconFill != null )
            {
                enterColliderSpeed = float_EnterColliderSpeed - image_IconFill.fillAmount;
            }

            //Increase the size of the block's icon only, not the collider
            Grow();

            //Tween the fill circle
            if( image_IconFill != null )
            {
                image_IconFill.Kill();
                image_IconFill.fillAmount = 0f;
                image_IconFill.ImageFill( 1f, enterColliderSpeed, EaseCurve.Linear );
            }

            //Play the fill sfx
            FadeOutFillSFX();
            
            if( audioSourceFillImage != null && audioSourceFillImage.clip != null )
            {
                audioSourceFillImage.volume = 1f;
                audioSourceFillImage.loop = true;
                audioSourceFillImage.Play();
                audioSourceFillImage.AudioPitch( 1.25f, enterColliderSpeed, EaseCurve.Linear );
            }

            //Set a boolean to keep track of when we're loading and not loading the pin
            tryingToActivateButton = true;

            //Set a timer to go off, when it does we'll fade out the fill sfx
            handle_FadeOutFillSFX = Timer.instance.In( enterColliderSpeed - .15f, FadeOutFillSFX, gameObject );

            //Set a timer to go off, when it finishes we'll call OnSelect
            handle_StartEnterTimer = Timer.instance.In( enterColliderSpeed + .01f, OnSelect, gameObject );

        } //END OnLookAt