Esempio n. 1
1
    protected override void OnDestroy()
    {
        base.OnDestroy();

        mHeart = null;
        mPlayer = null;
    }
Esempio n. 2
0
    void OnHeartStateChange(ItemHeart heart, ItemHeart.State state)
    {
        mCurTime = 0;

        mCurHeartState = state;
        switch (mCurHeartState)
        {
        case ItemHeart.State.Inactive:
            heartHolder.gameObject.SetActiveRecursively(false);
            break;

        case ItemHeart.State.Active:
            heartHolder.gameObject.SetActiveRecursively(true);
            break;

        case ItemHeart.State.Grabbed:
            break;

        case ItemHeart.State.Eaten:
            heart.transform.parent        = heartHolder;
            heart.transform.localPosition = Vector3.zero;
            heart.transform.localRotation = Quaternion.identity;
            heart.transform.localScale    = Vector3.one;
            heart.Activate(false);             //will set state to inactive
            break;
        }
    }
Esempio n. 3
0
    protected override void OnDestroy()
    {
        base.OnDestroy();

        mHeart  = null;
        mPlayer = null;
    }
Esempio n. 4
0
    protected override void Awake()
    {
        base.Awake();

        mHeart = heartHolder.GetComponentInChildren<ItemHeart>();
        mHeart.stateCallback = OnHeartStateChange;

        mMinDist = minPlayerDistance;
    }
Esempio n. 5
0
    protected override void Awake()
    {
        base.Awake();

        mHeart = heartHolder.GetComponentInChildren <ItemHeart>();
        mHeart.stateCallback = OnHeartStateChange;

        mMinDist = minPlayerDistance;
    }
Esempio n. 6
0
    void OnHeartStateChange(ItemHeart heart, ItemHeart.State state)
    {
        mCurTime = 0;

        mCurHeartState = state;
        switch(mCurHeartState) {
        case ItemHeart.State.Inactive:
            heartHolder.gameObject.SetActiveRecursively(false);
            break;
        case ItemHeart.State.Active:
            heartHolder.gameObject.SetActiveRecursively(true);
            break;
        case ItemHeart.State.Grabbed:
            break;
        case ItemHeart.State.Eaten:
            heart.transform.parent = heartHolder;
            heart.transform.localPosition = Vector3.zero;
            heart.transform.localRotation = Quaternion.identity;
            heart.transform.localScale = Vector3.one;
            heart.Activate(false); //will set state to inactive
            break;
        }
    }