public void Init(int damage, Vector3 worldPosition) { coSeq = new Coroutine_.Sequencer(this); string str = damage.ToString(); back.text = front.text = str; var uiPos = UnityBasic.Util.Vec3XYOnly(Camera.main.WorldToScreenPoint(worldPosition + ADD_START_POS)); colorBackStart = back.color; colorBackEnd = UnityBasic.Util.CreateInvisibleColor(colorBackStart); colorFrontStart = front.color; colorFrontEnd = UnityBasic.Util.CreateInvisibleColor(colorFrontStart); this.transform.position = uiPos; startPos = uiPos; goalPos = startPos + VECTOR_MOVE; coSeq.Add(Coroutine_.Action.LerpScale( this.gameObject, new Vector3(0.8f, 0.8f, 0.8f), new Vector3(1f, 1f, 1f), 0.2f)); coSeq.Add(Coroutine_.Action.CustomLerpOld(SECOND_FADE, FadeOutAndMove)); coSeq.Add(Coroutine_.Action.Func(() => GameObject.Destroy(this.gameObject))); }
public void Init(Vector2 pos, float width) { Debug.Assert(this.rectTrans != null); Debug.Assert(this.image != null); this.coGrid = new Coroutine_.Sequencer(this); this.coFloor = new Coroutine_.Sequencer(this); this.transform.position = new Vector3(pos.x, 0.2f, pos.y); // adjust size var size = new Vector2(width, width); this.rectTrans.sizeDelta = size; this.rectTransGrid.sizeDelta = size; this.mode = Mode.None; this.image.color = COLOR_FIRST; this.imageGrid.color = COLOR_GRID_FIRST; this.ChangeModeGridOnly(); }
public void Init(GameObject model, int player, TacticsBG.Unit.Type type) { this.model = model; Animator = this.model.GetComponent<UnitAnimatorController>(); unitType = type; _coSequencer = new Coroutine_.Sequencer(this); if (player == 0) HpSlider.FrontImage.color = HP_COLOR0; else HpSlider.FrontImage.color = HP_COLOR1; }